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Everything posted by iwawa

  1. Hydrocraft Mod

    @Hydromancerx Hey, was wondering what your current stance is on developing towards the vehicle IWBUMS? Are you waiting for it to go stable before looking into any conflicts in regards to that build, or is that something you have been working on already? Not saying that there are any major conflicts right now, but am curious as to what you're developing towards right now
  2. RELEASED: Vehicle Test 41

    That has already been fixed, tested it this weekend. Saves from build 29 are 100% not gonna be working with the current build, so that'll be why you're getting old bugs.
  3. RELEASED: Vehicle Test 41

    No, that is not what i said What is currently in the game is not necessarily what would look best in the game, a lot more color should definitely be added in. I just think that the suggestions so far showing "realistic" color combinations will look out of place and needs to be considered with the game's aesthetic in mind. For example, do you think that 30% of cars being BRIGHT blue, 20% of cars being hot red and 30% of cars being shiny white (while the remaining 20% are a variation of beige/brown/grey) is a good fit for this games overall look? I worry that they will stand out like a sore thumb.
  4. RELEASED: Vehicle Test 41

    Personally, I don't feel like you should be trying to be that "realistic" when it comes to vehicle colors. Zomboid has its own aesthetic and should focus on using colors that feel like they fit into the game. Although I do agree that more variety in vehicle colors would be lovely, forcing in tons of bright blue, red and white vehicles in just because "that was popular in america in the 90s" seems a bit silly Do what you think looks good @RobertJohnson instead of what is "realistic".
  5. RELEASED: Vehicle Test 41

    Same exact thing as happened to us. I'm thinking this + the containers flickering (which i'm failing at reproducing) may only occur in multiplayer with multiple people on the server. Will have to test that at some point.
  6. RELEASED: Vehicle Test 41

    Been trying to reproduce it for a while now by running my own servers ingame, but failing. It may have something to do with our other save being from 33.3 where the main problem appeared after the 33.4 patch was released. Perhaps a save conversion issue due to the world loot respawn change? Not sure though.
  7. RELEASED: Vehicle Test 41

    Hosted through the in-game host button. We live in different countries, where we ping about 40 to each other. No mods installed. Also, the video Kim linked is the same thing we're experiencing, only we eventually also experienced those containers disappearing after they started flickering. Happens to most types of fridges/freezers, lockers and shelves (seems a bit random).
  8. RELEASED: Vehicle Test 41

    Started a new two-player MP game. In addition to the issue of taking items out of shelves, certain containers now disappear completely when you walk next to them. You cannot see them, you cannot interact with them. Sometimes they reappear at certain angles but you still can't access them. So far this has affected certain bookshelves and kitchen counters. Our fridge also disappeared. After restarting the server due to aforementioned containers being invisible, every container in the world reset and deleted all our items. Cars etc were still in the same spots, but all other items had been deleted. 850+ errors for both players upon rejoining the server. Ground slots still don't work in multiplayer, as in - you can't see items someone else drops on the floor (just mentioning again because i can't remember if it was attempted fixed or not). You can inflate car tires with no tools (not sure if intentional) Vehicle speeds on grass should maybe be reconsidered, personally i feel they are tweaked way too low. Can confirm trunks now work in MP. Performance has improved, no major issues anymore.
  9. RELEASED: Vehicle Test 41

    - Bookshelves and some shelves don't refresh their list when you take an item out. You can only take an item out once. BUT if you transfer an item from the bugged container to yourself and also drag it into another container, it dupes. - Some graphic flickering when interacting with shelves.
  10. RELEASED: Vehicle Test 41

    Started a new MP game: - Had a strange issue where the car HUD disappeared and only thing that showed was the speedometer. Can't figure out if this was due to accidentally pressing some button on the keyboard or a bug, but we couldn't figure out how to get it back. - Items still delete when taking them out of the trunk. Initially we thought this was fixed when we tested it as it seemed to be fine. Upon further testing this acted very strangely, where sometimes items would disappear a second after taking them out and other times they wouldn't. Sometimes only certain items got deleted while others got transferred just fine. - Same thing happened when putting items on the floor and moving them over to inventory, some items got deleted when transferring. - Corpses get deleted when picking them up and dropping them on the floor. - Can confirm that mechanic books don't work. - Performance wise it feels pretty good, except for some choppiness when driving fast or going into the center of towns (such as West Point). But general gameplay doesn't seem to have any major lag issues compared to before. I assume the stuttering is still linked to multi story buildings. Have yet to test performance in a longer game, will update.
  11. RELEASED: Vehicle Test 41

    I don't think many people use campfires honestly, hence why no one else has complained about it. You can just pick up ovens and antique ovens and put them wherever you want. Maybe this is a good time to explore new ways to survive? Either way, RJ has obviously already added it to his to-do list. Posting about it 8 times does not help you.
  12. RELEASED: Vehicle Test 41

    #priorities #gamebreaking
  13. RELEASED: Vehicle Test 41

    Found a bug i reproduced consistently, where if you get in a car and get out without making sure you take the key out first/turn the engine off and another player gets in that car, the key deletes itself. It would be far more practical if you would always keep the car key on you despite it being in the ignition, moving keys back and forth like that is bound to create issues. The amount of times I've forgotten to turn off the engine and lost the key because of the aforementioned bug is getting a bit silly Keys in your keychain always go into your inventory after use (instead of your keychain). The ground container is still broken in multiplayer. If you put items on the floor, other players can't see them. Items still get deleted when taken out of a car trunk. Does not apply to car seats, they work fine. It would be nice if you could unlock the trunk for other players to access. The big road block/car crash between Muldraugh and West Point is extremely buggy, lots of vehicles humping each other, floating cars and flashing textures.
  14. RELEASED: Vehicle Test 41

    Happy to say driving feels a lot smoother now. 25 FPS in the center of west point now, up from 15 in last build. I am still suffering from "slow downs" every few seconds, but it has been getting better patch by patch (gets worse depending on graphics settings, v-sync off helps a lot). edit: Also editing the ProjectZomboid64.json to allow higher ram usage also seems to help with freezes my friend was having.
  15. RELEASED: Vehicle Test 41

    Currently having an issue where my game is crashing every time i go here. Crashed 8 times so far, also tried going around, still crashing whenever i enter what i assume is a certain "chunk". Failed to reproduce this on a new server, this happened on a co-op server made last night: https://map.projectzomboid.com/#0.5814057560825991,0.2995566942478363,1087.8587196467993 https://map.projectzomboid.com/#0.5833599998256142,0.30035062314447025,40.8611013568256 EDIT: Now also crashing whenever i try to go back where i came from, leaving the current area i'm in. I think i'm stuck. #GG https://map.projectzomboid.com/#0.6063056218931879,0.30986161372444615,755.4574441991666 EDIT2: Restarted the server and could now leave the area, but then crashed again when going here: https://map.projectzomboid.com/#0.6300932712620916,0.3037142654706737,524.6232251383102 EDIT3: Remaking a new multiplayer server now causes the game to crash within seconds. Validated game files, still happening. The last message in console was (might be irrelevant): 1512061124033 DEBUG: ObjectsSyncRequest.receiveGridSquareObjects DELETE OBJ 2 H=308519746 1512061124034 DEBUG: ObjectsSyncRequest.receiveGridSquareObjects ADD OBJ 2 H=1843662856 ----------- Also bumped into an invisible object on the road here: https://map.projectzomboid.com/#0.6219722125227563,0.318253771982088,474.75262759953927
  16. RELEASED: Vehicle Test 41

    Started a new multiplayer game today. We had some lag issues at first but managed to fix this by upping the client side RAM allocation to 16GB (up from 1GB from what I can tell). This made the game far smoother than expected, where the only noticeable lag showed up while driving. Bugs: - Had an issue where PLAYER 1 could start the engine of a car, but PLAYER 2 couldn't despite trading the key back and forth. - After PLAYER 2 failed at starting the vehicle and got out after putting the key into the ignition, the key deleted itself (no longer in ignition or on the player). - Keys still duplicate on switching seats. - You always see the ground slot first when looting containers. - When dropping an item on the floor, other players can't see the item. Items have to be put into a container for it to be visible.
  17. RELEASED: Vehicle Test 41

    Performance has improved for me as well, however I still get the freezes each second unless I turn off V-sync (locking fps at 30 also helps a bit if v-sync on). With V-sync off it is a lot smoother than it has been in months, still a bit slow/choppy but a big improvement. When driving through the center of West Point, fps is now around 20, compared to the 5 fps from last build
  18. RELEASED: Vehicle Test 41

    I noticed that every time I get a lag spike, the line "COMMAND QUEUE stallCount = 1 peakUsage = 35856" shows up in the console out of game. Sometimes it says stallCount = 0, other times 1. peakUsage varies from 20000-40000. Ran around a bit and counted the amount of spikes, pretty much the same number as the amount of new stallcount messages in console since i started counting. No idea what that string means or is related to though.
  19. RELEASED: Vehicle Test 41

    Yay key names! No more going through 20x keys to find the right one Ran a couple of solo games to test performance changes, performance is now a lot worse for me somehow, getting almost no fps driving through the center of town + game crashed after about a minute of lagging forwards slowly Far more slow-downs each second + considerably lower fps now compared to last build. edit: Gonna test downloading a new java version, maybe that helps? edit2: nope edit3: also the game crashes every time you click "Exit"
  20. RELEASED: Vehicle Test 41

    Enigma, I think you are missing his point.. We are all aware that this build is unstable and a work in progress, expecting bugs around every corner. But of course people who haven't been able to play the vehicle branch since Build 19 or whatever due to major lag spikes (such as myself) are going to be a bit concerned when a bunch of people keep posting stuff like "oh RJ please spend tons of time in order to add in this completely pointless feature i saw in a movie because it looks cool instead of solving a core performance issue that has been there for months". It has nothing to do with complaining about the build or the devs, but rather the players trying to push through gimmicks as a priority. Obviously with Batsphinx's comment that is very good to hear, as at least I was under the impression that RJ was the only one dealing with performance in this branch. We can always count on @Batsphinx to make everyone chill out No need to get grumpy with people Enigma!
  21. RELEASED: Vehicle Test 41

    So no comment on the lag difference between 26.0 and 26.1 then?
  22. RELEASED: Vehicle Test 41

    Hey RJ there is something weird going on now... I tested the 26.0 build yesterday and everything seemed fine in singleplayer, as lag seemed to be gone (to some extent). I decided to go back today and check since my friend was having such major lag issues last night, and it seems like 26.1 has the lag issues while 26.0 didn't. Maybe my testing session on 26.0 was a one off, but this seems very strange. Is it possible to get 26.0 back for testing it again? Here is what it looks like for me in 26.1 with the vehicles slowing down each second (not as bad as it was in 25 but still noticeable):
  23. RELEASED: Vehicle Test 41

    Started a new multiplayer game with two people. Performance wise it started out well, but after about an hour it became a laggy mess. Here is a quick example of the lag we'd experience "driving full speed" in the center of West Point. I did not experience these extreme freezes as my friend who recorded this did, but instead got these freezes in the form of the vehicle slowing down over and over. The lag was no different while on foot, nor with only 1 person in the car. (SOUND WARNING) A small bug that we noticed while attempting to record the first video, was the car horn getting stuck when a passenger types a word with the letter H into chat. The horn didn't stop until I stopped the car. Other issues: - An issue as we had with multiplayer back in May 2017, was that containers appear empty for players that were not in the area when the container was loaded for the first time or items were added/removed by another player while they were not around. This bug is still there, where for example any houses one of us had previously gone past but not looted were completely empty for the other person. Containers edited in our base when one was out looting appeared empty or unchanged for them when they returned. - The nerf to off-road speed feels pretty extreme. Yes, you should drive slower off-road, but not at snail speed. Just makes it feel really tedious. - In order to access the trunk of a car, you need to be holding the car keys for that car. Meaning if you are more than one player, other players can't even see the trunk, making it pretty tedious having to move keys back and forth between you just to offload loot. More of an inconvenience than a bug, where it would make more sense if you could unlock it for others. Or is there some way of doing this already that I'm unaware of? - When taking items out of a car trunk, those items get deleted. It goes into your inventory then disappears after a couple of seconds. Found a temporary workaround by dropping items from the trunk onto the floor, then from the floor into your inventory. System 1 (recorded videos on): i7 4770K 32 GB RAM Geforce GTX 980 64 bit Windows 7 System 2: i7 3770K 16 GB RAM Radeon R9 390 64-bit Windows 10
  24. RELEASED: Vehicle Test 41

    1) Looks like the main stuttering is gone now! The vehicles slowing down each second is still there, but way way less noticeable than it was last build. Also, when driving into the center of towns, fps drops from 60 to about 15-20 and there is some minor stuttering, but nothing compared to before. Can't tell if this was an fps improvement or not seeing as previous builds were unplayable for me, but compared to build 38 it is still pretty sluggish (to be expected). But overall, huge improvement! 2) I love the new dashboard, way more convenient to have the various buttons handy. 3) As mentioned above, cars simply push zombies out of the way, they don't get hit anymore even at full speed. Gonna run a proper game now and see how performance works out in a longer testing session, will update later.
  25. RELEASED: Vehicle Test 41

    Tested in 25.1, is also a lot worse for me. Driving into the center of towns causes insane stuttering now. I am also getting the "car slows down and speeds up every second" issue to a larger extent than in build 24. I could upload a video of it if that is helpful RJ, but i assume you already know what it looks like?