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ZombiesLoveBrainiacs

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  1. pillow
    ZombiesLoveBrainiacs got a reaction from gabriel rodrigues brandao in Combat Renovations   
    Stuff like this:
     
    Brainless, rotten corpses that are barely able to walk are suddendly able to jump people out of nowhere like Arya Stark, fight like pro wrestlers, and/or simply tear people apart like they're a zombiefied version of Superman. 
     
    And don't even get me started on scenes like this:
  2. Like
    ZombiesLoveBrainiacs reacted to ToningUnit in 2022 and Beyond   
    The game is not yet in release. 41 build in release. The price increased deservedly - with 41 build, it's a completely different game. The multiplayer will continue to be optimized, they warned about it.
     
    Visual style of the cars will be in the future, I remember a long time ago there was a screen in one of the news - August 8, 2019 "Twisted". 

     
    I'm not sure about the snowy appearance, maybe they will do it.
  3. Like
    ZombiesLoveBrainiacs reacted to nasKo in 2022 and Beyond   
    Howdy survivors! Another crazy week for us, we’re still in a bit of a daze!
     
    Just a few more days until the entire team are back together after the various international holiday periods have all come to an end, and we’re looking exceedingly forward to fixing up a few of the big issues that have come out in the wash since the MP launch. You can read more about them in last week’s blog here.
     
    So the big question, now 41 is out there, and after the remaining MP issues have been fixed up, is what comes next?
     
     
    Two Team Release Schedule
    Going forward, now the behemoth that is Build 41 is increasingly looking to be in our rear-view mirror, we are going to structure the internal game’s development into two distinct teams (With General Arcade continuing in the meantime on improving MP, optimizing the server, increasing the player count and other MP related tech)
     
    First, a little bit of a teaser!
     
     
    (This is a fairly old internal video, created as a working proof-of-concept of various aspects of our NPC tech. It’s also not necessarily canonically accurate anymore. It was built to echo our earliest tech demo, but this might not be the start point we take with narrative in future, even if the characters would still be familiar.)
     
    It’ll have been no surprise to anyone who read the interview in which Lemmy dropped some major Thursdoid spoilers that one of those teams is going to be focusing exclusively on NPC development from this point on. We’ll also be able to talk about it (not necessarily every Thursdoid, but certainly no longer in a vacuum), rather than work away in secret due to our ‘only discuss what’s coming next’ rule we instigated after a few instances of talking far too early about stuff.
     
    Long ago we stated (informally on a forum post) our planned features for future builds, starting with hunting for build 42, and then numerous NPC builds for build 43 and onward.
     
    However, many changed circumstances and much ponderings later, we’ve decided that this is not the best approach to take. First of all, its very clear that human NPCs have long been the most requested feature that is still outstanding, and the source of most of the frustration and bad feeling from those who consider the game to still be incomplete.
     
    Not only this, but in slightly more selfish reasons, a big reason for not being comfortable with hunting and pets being first, is they are still NPCs and would necessarily leverage all the technology we’ve being working on for years at this point.
     
    We have such amazing and peskily talented modders out there, we know fine well that as soon as we released this tech within their grasps, we would end up seeing extremely powerful NPC mods appearing, using our NPC tech heavily, before we had the pleasure of seeing this hard work paid off with our own NPCs.
     
    It may be the initial build still contains hunting and wild animals, they ARE NPCs after all. It may be they drop into a subsequent build or later on in the unstable beta cycle, its not clear yet for reasons we’ll discuss in a bit. But the next BIG thing will be NPCs and we’ll have a dedicated team working toward this goal going forward.
     
    However, NPCs will still, technically, be build 43. This is because we’ll be running a second dev team exclusively on a quicker, less risky yet still super cool content patch before the NPC work is complete, and then ongoing alternately between the other NPC patches to keep the content train going.
     
    Behold this fancy graphic we cooked up! Now that we’ve blown up a bit we need some fancy graphical charts in our Thursdoids!
     
    Hopefully the chart shows that, in very real terms, NPCs will be coming out as quickly as they can, uninterrupted, and the other builds are there to help bridge the gap. No build will ever take as long as Build 41 did, it was a practical rewrite of large portions of the game, but nontheless NPCs will take time to emerge, and we don’t want to leave the community without new content in those waits.
     
     
    Build 42
    There is still a lot of polish and fix work to do on 41, primarily for the MP team but also with a side-salad of bug-fixing issues in both online and solo.
     
    Beyond this, however, is a much ‘smaller’ but still extremely cool update that’ll drop before NPCs, that will release during the push toward an NPC release.
     
    I say ‘smaller’ only because no major functionality or new fundamental systems, and it will be more a balancing and content patch while NPC team’s work is underway. However it will still be pretty beefy in terms of what it brings to the game.
     
    It will serve several important purposes:
     
    1) To balance a lot of the existing mechanics, particularly in relation to traits, professions, skills and other areas of the game that have been neglected or suffered some degradation during the years of development since they were introduced. Balancing traits and professions, medical system, and other stuff where it comes down to essentially tweaking numbers to make more builds viable or close up ‘free points’ exploits in character creation. Loot balancing and anything else that’s an easy balance but will help improve the game also fits in here.
     
    2) To begin the expansion of the ‘tech tree’ of the game significantly to provide a more rich end-game experience. While until NPCs exist, some of this may be slightly less impactful on single player (though we’re sure will still add a lot of potential), it will significantly improve the MP experience by servers being less pressured to wipe or have loot respawning, providing players and communities ability to create more items that at present can only be obtained through looting.
     
    While we may not hit this spot in our first build, our ultimate goal is to provide significantly extra crafting potential to allow players to effectively create a post-apocalypse nu medieval community, to provide plausable alternatives to any of the lootable items in the game that would logically be plausable with the correct skills and resources so players don’t feel pressured to restart the early game repeatedly to get long term fun out of the game. Want to be the person who makes clothes and sells them to a neighbouring settlement? Build brick walls and create something that resembles an actual house? Maybe even build a windmill? Who knows.
     
    These are all examples of things we could do here, and may not all appear in Build 42, but hopefully our intended direction is clear. Ultimately to build up to the point that Alexandria / Hilltop / Kingdom style communities can form years after the apocalypse, giving more incentive to keep playing and building on existing worlds instead of intentionally replaying the early game because there is no real late game.
    All this would be a time sink and require a group effort and wouldn’t be compulsory for those who prefer to just die repeatedly in the early apocalypse days, but the hope is to allow for a much greater level of community building, and facilitate trade and potentially years of stories and rich history from within a single world, be it NPC populated or an MP server, spanning numerous player lives (so it can still be the story of how you died).
     
    These professions and expanded tech trees would be heavily gated and require specialization, often in case of the more complex crafting paths requiring pre-apocalypse skills that while it’s possible, are extremely difficult to attain to high levels after the apocalypse without a character specced toward them. We long ago ‘nerfed’ a metalworking system that was added to the game due to the implausibility of some random survivor crafting spoons and katanas in the apocalypse, however we’ll be expanding this again to include better items available through sufficient mastery and enough plausibility with the character build.
     
    We’ll increase the amount of recipes that’ll be unlockable within the world through books, magazines or VHSs, and try and accurately model more advanced and multi-tier crafting professions to allow survivor communities to thrive and provide much more diverse activities for players who like to stay in the safehouses.
     
    Finally, and vitally, we’ll be introducing the concept of ‘crafting surfaces’ to further restrict where some crafting recipes can be used. Some more complex recipes will require specific tables or equipment, some will just require a table or surface of any kind, while others can be carried out in your hands with no surface at all.
     
    This will add an extra level to the crafting, as making a place suitable for crafting the more complex multi-stage recipes, and potentially upgrading your crafting station and equipment, would become a more fulfilling experience than standing in the field and being able to make a stir fry.
     
    We have many and varied other things we want to inject into the game also – we’re currently working on seated / reclining characters for example, and also want to expand on in-game events and tie them to the map. We also need to do some work to improve guns, and PvP, at some point. It’s not clear when smaller features will start appearing, however, so will report on them in blogs as the year progresses.
     
     
    Build 43
    Worked on concurrently to the balancing and crafting update, as well as discussed and shown within our blogs going forward, will be the first version of NPCs. We’re still deciding what should, could and would be present in the first NPC build. It could include autonomous NPCs that the player can group with, it could primarily include the reintroduction of the story mode, it could have NPC animals, or that could come later.
    We really need to look at what we have, and what’s feasible to deliver in a reasonable amount of time, as well as what we could release as a first build and not have people who’ve waited years for them to appear be disappointed. There’s a lot of plates to spin, decisions to make that require more brain power than we’ve had to spare during B41’s development, so we’re going to take some more time to discuss what would make the most satisfying and manageable first build, and take a stock check of what we have.
     
    We’ve got a LOT of NPC code, lots of cool systems, from Rimworld style priority and jobs system, personality systems, procedural story event systems, combat systems, autonomous survival behaviours, advanced group behaviour systems, vehicle driving systems, and a whole bunch more. While nothing could be described as 100% complete, the vast majority of the hard work has been done, is functional and is extremely cool.
     
    But B41 has taken a huge amount of our time and resources, and also taken some elements of the PZ workings in a different direction to things our NPCs were using, and so they need some time to be reintroduced to the most current build and made MP compatible. And when we do that, we’ll be moving stuff over in stages to release, rather than try and get everything functional and release ready at once.
    A good analogy is we’ve got two rooms, one full to the ceiling of extremely cool and complex circuit boards and wires that we’ve spent years making, one room is empty.
     
    Trying to tidy and assemble everything in the first room will be a nightmare. So we’ll start moving bits into a new room, setting them up, plugging them in together, and making something cool out of them to release. After release we’ll continue bringing in more pieces and attaching them, and so on for perhaps 2 or 3 builds until the first room is empty and our vision of NPCs is complete. It doesn’t mean that’s all we have, far from it, just sorting that entire packed room out would take too long and we want to finally start pushing NPC content out as soon as possible.
     
    We also have some big plans for a gun mechanics rework at some point, to provide a more solid gunplay experience that will make guns not only more interesting to use, require more a player skill element, but also make PVP encounters a lot more interesting for those who enjoy that kind of thing, as our PVP component is still one of the more lacking elements of our multiplayer experience. But for now we are not committing to where this will thread into the release schedule.
     
    The process of moving stuff over will take some time, and so we may be quiet for a couple of Thursdoids until we start getting stuff moving in the current build. As soon as we are though, we’ll be talking about the ongoing NPC development, alongside the concurrent crafting and balance patch, until they drop. Exciting times!
     
    It shouldn’t go unsaid, however, that if a big new feature is not ready then it’s not in our DNA to push it out of the door uncooked. We’re confident that this will be a great year for PZ, and feel we can keep the content pipe flowing, but also won’t be abandoning our accustomed position as the tortoise in the ‘tortoise vs. hare’ race which appears to now be paying dividends for both game and community.
     
     
    Much love,
     
    TIS x
  4. Like
    ZombiesLoveBrainiacs reacted to Thuztor in Spray Paint Mod v2.41a   
    Changelog to 2.41a
    - 3D WorldModels of Spraycans and Chalk
    - A lot of new symbols to spray (alphabet, numbers, special characters, special symbols)
    - Every symbol is now drawn in 2x tile size
    - Replacing of the menu button
    - Resizing of symbol menu buttons
    KNOWN ISSUES:
    - Existing colours of e.g. blue will change after spraying the same symbol in e.g. red (after loading save game the colour is back to wanted colour)
    - Because of redesigning the menu I had to remove the ability to draw with chalk (it will back in the next version)
     

     
  5. Like
    ZombiesLoveBrainiacs got a reaction from SabitaUsagi in Project Zomboid is In Need Of A Change Of Design   
    Also, the soundtrack is imo really unique & the concept is great, while OP's choice of music feels bland & generic in comparison. It would be nice to have some ingame CD's with 80/90ies music, tho.
  6. Like
    ZombiesLoveBrainiacs reacted to nasKo in Slaying catch-up   
    Hey all, let’s start off with the Multiplayer Strike Force first this week – as they beaver on in the background while we continue to update the 41 IWBUMS public beta with fun, games and polish.
    MP STRIKE FORCE
    Those who have followed MP dev will know that the all-new system that allows for characters to move smoothly due to latency and missed packets can sometimes lead to remote characters lagging behind their true position. They might just be caught in never-ending catch-up, or perhaps failed to receive the command to climb in a window, or similar, in a timely fashion.
     
    As such, for when all other catch-up procedures have failed, Yuri has written some code so that characters considered too far behind will now fade out and then fade back into their true new position. This shouldn’t happen very often on decent connections with decent pings, however, but is to be considered as a safety net for unexpected slowdown, lag and high pings.
     
    In the following video, Yuri is simulating a 500 ping connection with high packet loss: a very unstable and long path to the server. As most multiplayer gamers will recognize this is far from an optimal ping for online gaming.
     
    Players should rarely see anything this bad, but it serves to illustrate how the system works in terms of keeping the player in approximately the correct position.
    Andrei in the meantime has been debugging and fixing some zombie behaviour, in particular their problems climbing in and out of windows on MP due to some state issues.
     
    Through this link here you’ll find the longer video that the above has been cut through, also showing other fixes that have gone into the mainframe over the past week. This included a bug in which one hit on a zombie would kill every single zombie on the server – which seemed a little OP to us.
    FORTHCOMING 41.48 IWBUMS PATCH
    41.48 is all about polishing some aspects of Build 41 combat, and beyond, that we know are a bit wonky. Currently they are as follows:
    CROWD CONTROL
    We’ve always had problems with the targeting of zeds in crowded situations when there are simultaneously zombies on the floor that need to be stomped/battered, and also incoming walking zeds.
     
    In recent patches we’ve tightened the window a little on this, so it’s better than it was – but at the cost of forbidding expertly timed stomps and downward swings from our more experienced players.
     
    We’ve always hesitated to grant players a direct ‘downward attack’ key, but in 41.48 (from a moment of inspiration from RJ ‘Romain’ Dron) we will have a new keybind that provides for this in a more ambient fashion.
     
    If you want to keep on playing with targets auto-selected you can, but holding Left Alt while you attack will always force a ground attack.
    This means our more ‘pro’ players will get some more freedom in their zombie battering (they can even turn off all ground attacks unless Left Alt is held in a new option, if they want) without overcomplicating matters for the larger proportion of PZ’s playerbase.
    SPEARS
    Spears have always been the roughest weapons in the game – as they were slightly OP, and also the Spear Charge move was… well it was pretty broken?
     
    41.48 makes a Spear Charge a viable combat move, while also makes spears a little more fragile if you’re overusing them.
     
    OTHER
    Generator connection improvements (fingers crossed) Improved/fixed zombie behaviour when attacking a sequence of externally and internally built barricades on a door or window. The best Zed Story we’ve added yet – it’ll be great fun when you guys find it. More storage trailers found crashed on the roads. Trait cost rebalance New and improved bleach drinking animation! We’re going to try to release 41.48 to the IWBUMS public beta next week, if the bug fix gods continue to smile upon us. Thanks all!
    This week’s bloody patrol from Pasteur Arepo. A changelist of all IWBUMS patches since the 41 beta was released can be found here. 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 you update notifications once builds get released. We also live on Twitter right here! Our Discord is open for chat and hijinks too!
  7. Like
    ZombiesLoveBrainiacs reacted to Tails in Slaying catch-up   
    Spear looks more promising to use cant wait to use that animation.
  8. Like
    ZombiesLoveBrainiacs reacted to Nazarito22 in Slaying catch-up   
    Hope
     
    this is just a joke because there are more interesting little things to implement. For example, water pollution factor, water purification tablets, boiling purification water, which will make the game more challenging and more survivable. Or another little things.
    Ok , this animation is cool, but ..... Anyway I love what you do guys. 
  9. Like
    ZombiesLoveBrainiacs reacted to Snuffleupagus in Terrible SFX   
    Since I started playing this game a few years ago, there are certain sound FX that are absolutely terrible. The two that come to mind the most are vehicle horns, and firearm sounds (shooting, racking etc.) When I say they're terrible, for me they sound a lot like a sound played through a PC speaker (remember those?). They don't sound like a recording. They sound like a crackly, abrasive artificial noise. I always figured they were "placeholders" for better sounds coming. But after all this time I'm wondering if maybe this is a bug or a glitch that doesn't happen for everybody. 
    It's not ALL sound effects, not even the majority of them.  For me personally the horn is the worst, as I use it a lot to clear streets.
     
    Bug or feature?
  10. Like
    ZombiesLoveBrainiacs reacted to Zorak in IWBUMS 41.46 released   
    <3 Finally
     
  11. Like
    ZombiesLoveBrainiacs got a reaction from Faalagorn in Item mass rebalancing?   
    Almost all clothing items have a weight 1.
     
    The first thing I do in the zombie apocalypse is get naked while watching woodcraft. Don't judge me, I'm just doing it because I have to survive!
  12. Like
    ZombiesLoveBrainiacs got a reaction from trombonaught in Shoving off   
    btw: Please polish the MP game design a bit as well!
     
    For example, we still don't have a sanity/reputation system to combat griefing & KoS. PvP is either unlimited or disabled. The only alternative is admins constantly monitoring the server and banning players who break the rules. And then there are issues like clunky server resets, floating bases, or the lack of a working sleeping system...
  13. Like
    ZombiesLoveBrainiacs reacted to HestrimChaosbrewer in Shoving off   
    My heart goes out to all of you devs putting in the time. I cannot imagine the stress and pressure that you all have been under. Not too mention all the regular stresses of living in 2020. lol If it makes any of y'all who are doing the dev work feel any better, I'm hella big fan. I've had a great time so far with PZ(I bought it up in 2012) and I've been able to reintroduce a lot of people back to couch co-op through PZ. Much love to everyone at The Indie Stone. Keep up the good work!

    P.S. 
    Don't let your heads get too big when Zomboid 1.0 blows tf up! 
  14. Like
    ZombiesLoveBrainiacs reacted to LiamS45 in Rimworld-esque interior beautification   
    I've recently been spending some time on my base fixing things up and improving my carpentry skill only to come inside the house and... It's somewhere between a complete mess and utterly bland. 
     
    As far as I'm aware boredom increases the more time you spend indoors and decreases when you're outdoors so my character has no incentive to sit in their house reading a book whether it was a luxury mansion, a storm is passing outside or my favourite spiffo doll is sitting on the rug. 
     
    I wonder how worthwhile/how much workload it would take for certain items in an interior space to work against the boredom traits, soft furnishings, games machines, rugs, spiffo dolls etc working either towards a positive moodlet or against the boredom that interior spaces tend to give. This would also give an incentive for players to acquire said furnishings rather than living in an empty cesspool with a couple of crates to store canned goods in. I think in a real apocalypse, although not a priority, creating a homely space would be important.  
  15. Like
    ZombiesLoveBrainiacs reacted to Devenv in Slow turning breaks immersiveness.   
    I'm pretty sure I can turn MUCH faster than my character in the game when a zombie breathes down my neck. Feels unnatural, WDYT?
  16. Like
    ZombiesLoveBrainiacs reacted to Madman_Andre in Hazmat Suits and Gasmasks/face coverings protect against sickness   
    What the title says. basically the idea is that certain items and face coverings could provide varying degrees of protection against the sickness caused by dead bodies/zeds.
     
    An idea I had for balance would be that bandannas would provide a quarter resistance, surgical masks would be half, gas masks would be three quarters while the rare Hazmat suit would provide full protection from the effects of decaying bodies. For added balance you could factor in condition as well, A hazmat Suit at 75% durability would only give the same resistance as a gas mask, for example. I think it would give another reason to use those items, as it would give them added utility as well as a reason to take care of those pieces of equipment.
     
    Your thoughts?
  17. Like
    ZombiesLoveBrainiacs reacted to Zeantra in bicycles !!   
    ok, just putting this out there, i would LOVE to see bikes, maybe they could have little saddle bags, or something, and you could still get grabbed off if you went too slowly, maybe, but it doesn't require gas, you can just pedal your way through the exclusion zone....  
  18. Like
    ZombiesLoveBrainiacs reacted to Dr_Cox1911 in [WIP] more mod tags   
    Only thing that I see missing in your list is maybe something like "Framework". I think about something like @Fenris_WolfProfession Framework.
    I know that there aren't that many mods that would fit in this category, but maybe it's something to consider?
     
    Otherwise your list seems pretty complete and I can't think of anything else.
  19. Like
    ZombiesLoveBrainiacs reacted to Maris in [WIP] more mod tags   
    At the very beginning, I just wanted to add the tag "Build 41".
    For myself, I solved this issue.
    But then I decided to go further and make a real mod "more_mod_tags" for other modders to add custom tags.
    https://steamcommunity.com/sharedfiles/filedetails/?id=2138864719
     
    But which tags should be there?
    This is the question.
    So I ask you about your ideas.
    I don't like too many tags, so I want to add just most popular and useful.
     
    Currently there are these tags:
    Build 41 Build 40 Multiplayer Interface Textures Models Vehicles Items Clothing Weapons Food Literature Medical Traits Building Bugfix Tweak Framework Language Easier Harder Realistic  
     
     
     
  20. Like
    ZombiesLoveBrainiacs reacted to EnigmaGrey in Vitamins rework   
    Pretty much matches my thoughts on it.
  21. Like
    ZombiesLoveBrainiacs reacted to sprkng in Vitamins rework   
    How vitamins currently work has been bothering me more than it should, it's just ridiculous that you can chug them for an instant energy boost. So I was thinking how it could be made more realistic in an interesting way.
     
    * Add two internal values (similar to how the game keeps track of hunger and thirst) for the player: vitamins and minerals.
    * Add vitamin and mineral content to all food items: Vegetables have high vitamins, meat has high minerals, junk food is low on both, etc.
    * If the player doesn't get enough of either vitamins or minerals for an extended time (e.g. eating nothing but chips and soda for weeks) they get tired, weak and more prone to illness.
    * If the player gets too much of either by munching vitamin tablets they could get queasy, but this shouldn't be possible by eating normal food.
     
    The goal is to give the player a reason to seek out more healthy food, which is also more difficult to find than the candy and snacks that is everywhere and never goes bad. I'm not trying to take a stance against junk food, I just think the game is more fun when you have to go questing
     
    * Add caffeine tablets as a game item. Eat these to get instant energy boost
    * Eating more than 3 starts making the player anxious, eat 10 and you get queasy, eat 50 and you die
  22. Like
    ZombiesLoveBrainiacs reacted to Sanctus in Make spears always swing when backpedaling   
    Just the title.  When I backpedal with spears I'll sometimes stop and do a thrust attack while standing still.  It makes it really hard to use spears because of the the random chance of a bite because your character decided to stop and stab.
    I think it would be nice if your character always did the swing attack animation when backing up, that way we can retreat reliably.
     
  23. Like
    ZombiesLoveBrainiacs reacted to Maris in IWBUMS 41.38 released   
    LOG : General, 1592574621554> false LOG : General, 1592574621572> false LOG : General, 1592574621587> false LOG : General, 1592574621604> false LOG : General, 1592574621620> false LOG : General, 1592574621637> false LOG : General, 1592574621653> false LOG : General, 1592574621670> false LOG : General, 1592574621687> false I tried to figure out where this annoying print is and made neat print detector:
    print = error; But this did not help, rain of false continued. So it's on Java side.
     
     
     
  24. Like
    ZombiesLoveBrainiacs reacted to viFanboy in Player won't walk after closing fishing gui.   
    Started fishing with 9 worms.
    -no luck so far... down to last worm!!
    --Caught my first fish!!  (might have leveled up... not sure yet)
    ---No more bait.
    ----Close fishing GUI.
    -----Player is stuck in the fishing model.
    ------Things that do not work:
    -------Right click - Move to > does not work.
    -------Arrow keys do not work (w/ and w/o shift).
     
    I quit out of the app at that point.
    -It may work on app restart.
     
    Things i haven't tried yet:
    -attempting to start fishing again, so i can stop the action cleanly...?
     
    Linux Mint 19.3, using the glibc27.7 fix posted in an earlier thread.
     
    ERROR: General, 1592793422479> ExceptionLogger.logException> Exception thrown se.krka.kahlua.vm.KahluaException: invalid index at BaseLib.error line:290.
    ERROR: General, 1592793422479> DebugLogStream.printException> Stack trace:
    se.krka.kahlua.vm.KahluaException: invalid index
        at se.krka.kahlua.stdlib.BaseLib.error(BaseLib.java:290)
        at se.krka.kahlua.stdlib.BaseLib.call(BaseLib.java:118)
        at se.krka.kahlua.vm.KahluaThread.callJava(KahluaThread.java:182)
        at se.krka.kahlua.vm.KahluaThread.luaMainloop(KahluaThread.java:1002)
        at se.krka.kahlua.vm.KahluaThread.call(KahluaThread.java:163)
        at se.krka.kahlua.vm.KahluaThread.pcall(KahluaThread.java:1975)
        at se.krka.kahlua.vm.KahluaThread.pcall(KahluaThread.java:1777)
        at se.krka.kahlua.integration.LuaCaller.pcall(LuaCaller.java:85)
        at zombie.characters.CharacterTimedActions.LuaTimedActionNew.perform(LuaTimedActionNew.java:102)
        at zombie.characters.IsoGameCharacter.updateInternal(IsoGameCharacter.java:8830)
        at zombie.core.profiling.AbstractPerformanceProfileProbe.invokeAndMeasure(AbstractPerformanceProfileProbe.java:71)
        at zombie.characters.IsoGameCharacter.update(IsoGameCharacter.java:8561)
        at zombie.characters.IsoPlayer.lambda$update$40(IsoPlayer.java:1938)
        at zombie.core.profiling.AbstractPerformanceProfileProbe.invokeAndMeasure(AbstractPerformanceProfileProbe.java:71)
        at zombie.characters.IsoPlayer.update(IsoPlayer.java:1930)
        at zombie.MovingObjectUpdateSchedulerUpdateBucket.update(MovingObjectUpdateSchedulerUpdateBucket.java:69)
        at zombie.MovingObjectUpdateScheduler.update(MovingObjectUpdateScheduler.java:131)
        at zombie.iso.IsoCell.ProcessObjects(IsoCell.java:2764)
        at zombie.iso.IsoCell.updateInternal(IsoCell.java:5559)
        at zombie.core.profiling.AbstractPerformanceProfileProbe.invokeAndMeasure(AbstractPerformanceProfileProbe.java:71)
        at zombie.iso.IsoCell.update(IsoCell.java:5502)
        at zombie.iso.IsoWorld.updateInternal(IsoWorld.java:3125)
        at zombie.core.profiling.AbstractPerformanceProfileProbe.invokeAndMeasure(AbstractPerformanceProfileProbe.java:71)
        at zombie.iso.IsoWorld.update(IsoWorld.java:3053)
        at zombie.gameStates.IngameState.updateInternal(IngameState.java:1557)
        at zombie.gameStates.IngameState.update(IngameState.java:1273)
        at zombie.gameStates.GameStateMachine.update(GameStateMachine.java:101)
        at zombie.GameWindow.logic(GameWindow.java:282)
        at zombie.core.profiling.AbstractPerformanceProfileProbe.invokeAndMeasure(AbstractPerformanceProfileProbe.java:71)
        at zombie.GameWindow.frameStep(GameWindow.java:722)
        at zombie.GameWindow.run_ez(GameWindow.java:640)
        at zombie.GameWindow.mainThread(GameWindow.java:467)
        at java.lang.Thread.run(Thread.java:748)
    LOG  : General, 1592793422494> -----------------------------------------
    STACK TRACE
    -----------------------------------------
    Callframe at: error
    function: setSelected -- file: ISTickBox.lua line # 62
    function: updateLures -- file: ISFishingUI.lua line # 194
    function: setFish -- file: ISFishingUI.lua line # 333
    function: getFish -- file: ISFishingAction.lua line # 274
    function: perform -- file: ISFishingAction.lua line # 121
    LOG  : General, 1592793422495> bugged action, cleared queue    zombie.characters.CharacterTimedActions.LuaTimedActionNew@7e0a2725
     
    (log files are too big to directly post due to the following line being spammed:
    LOG  : General, 1592793422374 false)
    (let me know if you need more data and i'll programmaticly remove those LOG :General # false lines)
     
     
    EDIT: Player can move and seems to function normally on program start/save loaded.
  25. Like
    ZombiesLoveBrainiacs reacted to Batsphinx in console going mad   
    There'll be a hotfix for this and a few other issues (sometimes no zooming in tutorial, some recomplied stuff to make things work on Linux) over the next day or so
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