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the-phil

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  1. I think it was a recent in the latest build 41.40, but may have been as far back post 41.34. 1. Open a map via context menu "Read Map". 2. Open another map. 3. Previously opened map(s) close. Not a big thing but retracts the overall usefulness of a map when you have to reference multiple annotated maps to reference an area. In previous builds you could open a "master city map" and compare it side by side to an annotated map and could manually mark up the master with the information from the annotated. I love doodling on the maps almost as much as I love butter knives!
  2. The animations look smoother with 41.33, didn't notice any "moonwalking" and cheers for all the info! Glad to see the animation fix so quickly and it's the disruption is being tweaked as needed. Definitely feeling some of the tweaks while waiting for muscle memory to catch up. Awesome to see all the fine tuning, it's coming out amazing. Great mix of challenge and fun. Character tab "melee movement disruption", had a feeling it had something to do with that but something seemed off and thank you for the clarification. I love butter knives! All knives are really just some type of upgraded butter knife. I definitely noticed some of the old jaw_stab or backstab tweaks with the zombie awareness in the latest 41.33. My poor butter knives didn't seem to get an auto kill after pushing a zombie over and waiting for them to stand up. However the enhanced butter knives, aka kitchen knives, seemed decent with the backstabs after a pushed over zombie stood up. All good tweaks but I will miss taking out a horde with a pocket full of butter knives.
  3. It appears as if the character attempts to moonwalk, or should we say the animation plays but the character position does not change when a successful knockdown blow or kill shot is landed. https://clips.twitch.tv/ThankfulAssiduousMallardResidentSleeper First ten seconds show the character back pedaling while successfully landing blows on the target. Around 13 seconds you can see a fluid back pedaling movement where the characters feet continue to move but the character stops moving backwards. The streamer Strieson is commenting along with the first and consecutive moonwalk movements. It seems to be really subtle and took me a few times to notice. I found focusing my eyes on the characters feet seemed to help spot the moonwalk stutter. Another clip https://www.twitch.tv/strieson/clip/VivaciousPluckyDotterelDogFace As you can see in the clips a cleaver and a hand axe were used. I believe it can be replicated with any one handed weapon when a zombie is successfully knocked over or a kill shot is landed while back pedaling.
  4. Experienced the same phenomena. Noticed it in build 41.29. Mods FarmingNeverRot and eris_food_expiry (modified version, to remove the require nutrition flag). For me the vehicles were parked right up against a player built wall and being used as a gate. I want to say I saw a streamer who had cars in a parking lot randomly rotating.
  5. Radio/Walkie presets only allow even numbers in the floating points. Automated Emergency Broadcast System (AEBS) can generate odd floating point numbers. It looks like radios and walkies allow you to add frequencies ending with an even floating point number. Such as #.0 #.2 #.4 #.6 etc. One of my saved games came up with the AEBS frequency as 96.1, however I can only set the radio/walkie frequencies to 96 or 96.2. Spawned in radios will show a preset of "96.1 MHz Automated Emergency Broadcast Syst" set properly and function as intended. My workaround: In the ~/Zomboid/Saves/<Type>/<Savedgame>/radio/data/RADIO_SAVE.txt the last entry shows the AEBS frequency "96100,1,1,GEN-155944,-1" The 4th field would be replaced with a new string when in game broadcasts occurred. I attempted to modify the first field only to have it overwritten at the turn of the hour. Played around and found a not human friendly sequence in map_t.bin code block was really hard to read... tried to delete... it must be sentient... deleted the data... it might repopulate... 00000090 45 00 6D 00 65 00 72 00 67 00 65 00 6E 00 63 00 E.m.e.r.g.e.n.c. 000000A0 79 00 20 00 42 00 72 00 6F 00 61 00 64 00 63 00 y. .B.r.o.a.d.c. 000000B0 61 00 73 00 74 00 20 00 53 00 79 00 73 00 74 00 a.s.t. .S.y.s.t. 000000C0 65 00 6D 00 00 00 00 04 00 66 00 72 00 65 00 71 e.m......f.r.e.q 000000D0 01 40 F8 12 80 00 00 00 00 00 00 00 00 08 00 63 .@.............c The save with the frequency 96.1 looked like this 000000D0 01 40 F7 76 40 modified it to match the frequency 98.6 000000D0 01 40 F8 12 80 This allowed me to set the frequency to 98.6 with the radios and walkies. Version 41.29 - IWBUMS (Steam) OS Debian Linux
  6. EDIT: Fixed itself, steam glitch or bad steam update? Checked to see if there were any updates through steam client which it said there were none. Rebooted steam to see if it would update which it didn't. Then it magically started working. Magic is cool, so is this build! Just updated to the latest version 41.16 and am getting a core dump. Looks like the console stdout is complaining about some libraries installed by steam and PZ. Did the steam verify, apt-get update/upgrade terminal stdout terminalstdout41.16.txt Mini DuMP crash report crash_20191023185058_2.dmp doesn't look like the logs and console.txt are being updated specs should be in the dump i5, 8gb, gtx1060 Debian 10 Was working with the previous versions of IWBUMS Also FYI. Noticed that GLIBC2.27 is required after IWBUMS 45.15?? A lot of distros have LTS (Long term support) for a couple more years that are on 2.23 Cheers
  7. THEphil ensured jaw_stab with butter knives worked well on the server, even with a little bit of latency they worked dandy thinning out the hordes! Even saw that some poor soul drove their fancy red sports car into a pole, dropped a school bag and a baseball bat in the middle of the road trying to escape a horde.
  8. Looks like birds, rats, etc. cannot be frozen to butcher. I think this is an intended update. If you have 5 rodents and 5 frozen rodents the context menu displays 10 rodents to butcher while you can only butcher 5.
  9. Thank you so much, that worked like a charm! Removed the media/textures/Vehicles, did the steam file verification and I started getting vehicles with color! Went outside of my safe house to see if the vehicles had color and was really confused. Apparently I grabbed a black franklin valuline van which I parked near a black masterson horizon sedan.
  10. Vehicles are showing up black, as if the textures aren't rendering. Windows are showing cool reflections though! Running IWBUMS 40.25 (Steam) OS Debian GTX 1060 3GB, i5 8GB ram. Running on the nvidia drivers from the free repository from stretch which are currently on nvidia 375.82. The latest drivers are 390.87, which is probably the cause. But before I started manually updating drivers and somehow fubar my rig, I thought I'd double check here to see if someone smart knows about this already. Some other info Steam verify integrity of game files checks out. # lshw -c video *-display description: VGA compatible controller product: GP106 [GeForce GTX 1060 3GB] vendor: NVIDIA Corporation physical id: 0 bus info: pci@0000:01:00.0 version: a1 width: 64 bits clock: 33MHz capabilities: pm msi pciexpress vga_controller bus_master cap_list rom configuration: driver=nvidia latency=0 resources: irq:39 memory:f6000000-f6ffffff memory:e0000000-efffffff memory:f0000000-f1ffffff ioport:e000(size=128) memory:c0000-dffff # nvidia-detect Detected NVIDIA GPUs: 01:00.0 VGA compatible controller [0300]: NVIDIA Corporation GP106 [GeForce GTX 1060 3GB] [10de:1c02] (rev a1) Checking card: NVIDIA Corporation GP106 [GeForce GTX 1060 3GB] (rev a1) Your card is supported by the default drivers. It is recommended to install the nvidia-driver package. # lspci |grep VGA 01:00.0 VGA compatible controller: NVIDIA Corporation GP106 [GeForce GTX 1060 3GB] (rev a1) # less /etc/X11/xorg.conf ... Section "Device" Identifier "Device0" Driver "nvidia" VendorName "NVIDIA Corporation" EndSection ...
  11. @Batsphinx thanks! That's exactly what I'm running into. It does sound like a steam issue, if I figure anything I'll pass the info on up. @EnigmaGrey thanks for the additional info!
  12. Looking for some feedback if anyone else is using the steam workshop with linux. When I upload mods it only uploads empty folders. I just want to know if I'm wasting my time trying to troubleshoot my system. I can't tell if it's my system or the PZ client. I have another thread open in the PZ Support section http://theindiestone.com/forums/index.php/topic/16883-empty-folders-for-mods-on-steam-workshop/ but thought maybe someone browsing the mods would be able to help.
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