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Pandorea

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  1. Pie
    Pandorea reacted to wirewitch in Game crash when using throwable bomb from elevation   
    Can I ask, do you use a game pad or controller to play the game? I do and I have this exact same issue!

    I was playing the "You have one day challenge" just so I could use the cheat/item spawner and go nuts testing out the guns and munitions, like the moltovs. 

    I waited for the hordes and standing on one of the rooftops, I hurled one over, only for the game to freeze, go black and crash. I thought it was maybe there were too many zombies when the same thing happened a second time.

    I ran into a bug a while back involving the playable media not working for me and it turns out, it was an input bug linked to the controller. Maybe... this is another?
  2. Pie
    Pandorea reacted to Inthegrave in Game crash when using throwable bomb from elevation   
    Strange, the issue is 100 percent repeatable for me on almost every building roof I could find. I even started a new game to just simply
    test throwing a Flametrap out a window and got the same result.
     
    System specs: RAM 32 GB 3200 mhz, Graphics card: RTX 2080 SUPER, CPU: 9900k.
     
    Hope you don't mind Media Fire:
    console.txt file:
    https://www.mediafire.com/file/nlv6qkt4niqlvn8/console.txt/file
     
    Crash backup save file generated from a test game attempting to throw a bomb out the window (Not the roof like I previously mentioned in my other saves):
    https://www.mediafire.com/file/nzn4jgix6nxwds2/15-07-2021_09-01-08_crash_crash.7z/file
     
    The crash stops you from actually spending the item so the file still has the Flametrap in my inventory, try throwing it out the window the character is facing.
     
    A few other details: I was using a controller to do this and not the keyboard and mouse and I was using a 1440p resolution.
    (Wouldn't think any of that would matter but I figured I should mention it).
     
     
    I must say I have been playing Project Zomboid the past few months and the game is REALLY stable overall and I have ran into little to no bugs
    and no crashes until now. So normally my experience with the game is butter smooth aside from some stuttering from long distance travel in cars.
  3. Pie
    Pandorea reacted to Inthegrave in Game crash when using throwable bomb from elevation   
    I noticed when throwing a bomb like a Molotov, Flame Trap or a Aerosol bomb from the tops of buildings the game will crash throwing you back out to the menu.
    The game will also generate a crash backup save. A red error message will display in the bottom right corner, error code 1.
     
    The specific building I had this happen on was on top of the "Mama Mcfudgeington's" building in downtown Rosewood.
    The point of interest I mentioned is labeled here:
    https://map.projectzomboid.com/?#0.3304595560081354,0.2816890293392594,486.176905713021
     
    I was trying to throw a bomb down to the parking lot out back at a bunch of zombies, but what would happen instead was the game would freeze before the bomb was even thrown
    as the player drew their arm back in a throwing motion. Even reloading the game and trying again would yield the same results each time. I have replicated the issue on other buildings.
     
    This is in IWBUMS build 41.50. Using no mods.
  4. Like
    Pandorea reacted to Vassteel in Joypad Testers   
    im using the steamdeck. so far so good although despite missing L4,L5, R4, R5, 
  5. Like
    Pandorea got a reaction from The Boominator in [41.72] Buildings reset upon reloading   
    A fix has been submitted in our internal build. Should be out asap (with next patch)
  6. Like
    Pandorea got a reaction from Carlos Rojas_cu in 41.73 UNSTABLE RELEASED   
    "Rolled up" implies that you're using a mod and as such we can't really fix it. You need to contact mod creator and let them know that this is happening.
  7. Pie
    Pandorea reacted to Vassteel in Steam Deck Game Start Menus Input Issue   
    so first off i would like to say that that with the new update the game itself is running great i haven't crashed yet. 
     
     
    The issue im having is with the game creation menus at the start. 
    Specifically with the menu for Job selection and the menu for character creation. 
    I am unable to use any controller input (Dpad, trackpad, ect) to select anything in those two menus. currently my workaround is use a mouse or strugglebuss using the touch screen. 
  8. Spiffo
    Pandorea reacted to Blair Algol in [41.73] [Singleplayer] Zombies sometimes resurrecting after killing them   
    "- As corpses progress in rot stages they have a chance of becoming fake dead."

    This isn't a bug; sometimes the zombie corpses reanimate over time in vanilla PZ .72+
     
     
  9. Pie
    Pandorea got a reaction from Uattorio in 41.72 UNSTABLE released   
    This entire area is still a WIP  (the list of to-do's for food and cooking is... long indeed)
  10. Like
    Pandorea got a reaction from Carlos Rojas_cu in 41.72 UNSTABLE released   
    It was a fix gone slightly wrong (the team are aware and working on a fix). In the meantime, jeans and leather jackets as well as scissors need to be in char's main inventory for the option to "rip" to appear.
  11. Like
    Pandorea got a reaction from Optimism in 41.72 UNSTABLE released   
    This entire area is still a WIP  (the list of to-do's for food and cooking is... long indeed)
  12. Like
    Pandorea got a reaction from duh7 in Clay   
    A new and improved crafting tree is being developed as we speak. That will include overhaul of many existing systems as well as new ones (or at least greatly expanded old ones!)
  13. Spiffo
    Pandorea got a reaction from Magondivel in 41.72 UNSTABLE released   
    This entire area is still a WIP  (the list of to-do's for food and cooking is... long indeed)
  14. Like
    Pandorea reacted to ZombieHunter in Pure Point-Buy System for Skills & Traits   
    I think he means allocate points how they want to allocate - instead of having to choose traits like Gymnist \ Nimble \ etc that gives +1 to skills
  15. Pie
    Pandorea reacted to Hittos in Breaking street lamps with a Slegehammer.   
    Dear devs.
     
    Street lamps is the only think i can't destroy in this game, they cost me 0.002L of fuel per hour, and I want to destroy street lamps.
     
    Much love, one of your beloved players.
     
    (Just editing cause i didn't mention : you can't dismantle or get rid of those in any way possible in the game)
     

  16. Spiffo
    Pandorea reacted to Tchernobill in [41.71] [Singleplayer] "Walk to" command not working with x3 or x4 speed   
    I am pretty sure this was done on purpose.
    I deactivated the speed limitation with Auto MoveTo and even in solo games with a good pc configuration surroundings sometimes do not have time to load properly when moving with x4 speed.
    Surroundings not loading properly can be the source of a whole family of problems.
  17. Pie
    Pandorea reacted to vzw_matt in [Bug] [b41multiplayer] Dedicated Server - Active Only at Day/Night setting does not effect zombies outside of your immediate area.   
    I have started new saves, reinstalled the server completely to verify - I am trying to set sprinters only at night. Zombies will start sprinting at nighttime, but when the clock hits 9am, the zombies around you will go inactive, however if you leave your immediate area the zombies will still be sprinting. Only way to fix that I have seen for now is using the admin menu to toggle the setting between day and night, though this will only fix it for the in game day.
  18. Pie
    Pandorea reacted to ZombieHunter in Parking Barriers resulting in misleading heights   
    Video:
     
    Because of the color of the Barrier and Sidewalk are exactly the same and the way the cutaway camera works it makes it look as if there is no "wall" there at all. 
     
    Also if you look at the crack on the top right you will notice that the amount of visual information the barrier actually "hides" is almost nothing. So it seems almost unncessary to have the barrier to be cutaway visually at all. 
     
    Issue:
    Because the information is visually misleading - can result in players temporarily thinking an invisible wall exists  when running away they will likely not be aware such a "structure" is there blocking their path
     
    Suggestion:
    Either remove barrier from cutaway rendering
    or Change barrier color to be more visually distinct from sidewalk 
  19. Like
    Pandorea reacted to nasKo in Migration vs Craft   
    Hello survivors! Today marks the beginning of one of the most significant and important periods in the modern world’s social and religious calendar: the Steam Summer Sale!
     
    Because of this, all you existing survivors will no doubt get a little swamped with all the fresh meat turning up for the PZ grinder.
    The Zomboid community has always been amazing in terms of supporting new players, and this time won’t be any different, but our tech and support teams will be working flat-out – most likely.

    As such we just thought we’d say that (entirely fictitious and non-existent) bonus Spiffo points will be available for those who jump into threads to give advice or survival tips to survivors fresh to the Knox Event.
     
    Likewise if you are one of the aforementioned noobs: hello! This is a dev blog we do every two weeks.
     
    PATCH 41.72
    We are still working on the next update to Build 41, which we are hoping to release to an Unstable beta as soon as we possibly can.
    The hold-up (we were originally planning to put this out two weeks ago) is due to us wanting to smoothen out MP issues that arise when driving alongside (or in the same car as) players with a far higher or lower ping than yourself. It becomes very stop-start, and quite unplayable.
    These are essentially the edge-case ramifications of the necessary decision we made to remove physics-calculations from the server, but there are a lot of people playing PZ these days so edge-cases aren’t an inconsiderable number of players.


    The MP team have put a LOT of work into improving this over the past two weeks, and as soon as we’ve had a successful internal test with their latest changes we will feel in a position to punt the build out into unstable.
     
    A top line of major changes in 41.72 includes: fellow players optionally visible on the in-game map, new loot maps, new SFX and a new music track, polished emotes and a new way for players to be able to identify exactly which mods are misbehaving when they throw errors. Also an admin brush tool letting server chiefs paint items and walls etc. onto an ongoing game, and reams of small issue bug fixes.
     
    Additions that have gone in over the last two weeks also include:
     
    A huge amount of polish to the game’s food and recipes from BlairAlgol: filling in illogical gaps, expanding recipes, making foodstuffs previously absent from food crafting part of the system and making sure that you can no longer store a football in a toaster. Also a fair amount of food-related balance and common sense additions. An improvement beneath the hood to foraging – meaning that the game will be able to recognise polygonal foraging zones on the map, rather than the more inaccurate squares and rectangles it currently works from.  
    The map team are also currently gearing up to do a final export of the current Build 41 map ready for the 41.72 unstable release. This will contain all the polish recently mixed into the main map, after which the team will turn to concentrate purely on mapping new areas beyond the current boundaries.
     
    There’s nothing huge in this map update, we are primarily releasing it so that all the map bugs the community have been reporting are fixed up before the team moves onto Build 42 content, but there are a few treats:
     
    Improved farms and farmsteads in readiness for 42’s animals, these include scarecrows that can be dressed up in the same way as shop mannequins. Improved rich district houses in Louisville Various new tiles like baby cribs, heavy factory machinery, standing floor lamps, farm related tiles, atm machines, heavy safes, medical related tiles, and new car wash tiles. [And no, baby cribs are not a harbinger of baby zeds]  
    We are now at a point at which it’s increasingly becoming a pain keeping 41 and 42 content separate on our internal build. We won’t be calling time on 41 patches any time super-soon, we’ll leave it polished and stable, but we’re certainly now well on the way the flipping the switch and working purely on Build 42 content. (Clearly we will still be able to return to implement super-important fixes and changes though)

    42 CONTENT
    We haven’t spotlit much from Build 42 recently – partly because one of its primary coders had been seriously ill (now recovered), and partly because a lot of what’s been done recently isn’t super visual yet.

    However, if you’ll forgive the primarily textual blog, here’s a few updates on what’s been happening. First from our newly-healthy Turbo, who is responsible for our crafting update.
    CRAFTING IMPROVEMENTS
    “Hello! This is Turbo! As mentioned in earlier blogs, the new craft update introduces a good bunch of new professions, new items, crafting tree and profession work stations etc as well as some other changes to how the game code ‘creates’ and records things.”
    “To explain what I’m currently working on and why, I’ll focus on a few aspects of the update:”
     
    A) Crafted items that have more RPG-like variable attributes that are based on the crafter’s skill.
     
    B) Stats of input items that may also influence the attributes of a final output item.
     
    C) The fact that a newly crafted item will be able to be placed as what we call a worldobject, then picked up again to item form – with all its attributes transferred in the game code between the two.”
     
    “As an example, we are currently working on crafting that will occur deep into the apocalypse: so a blacksmith may be making a hammer which requires a wooden tool handle and a hammerhead as the input. The wooden tool handle may have a ‘quality’ and ‘condition’ attribute with values that are based on the skill of carpenter who made it,  and perhaps for the ‘quality’ of the wood used by them. Likewise, the hammerhead may have similar attributes – based on the skills of the blacksmith who made it, and the attributes of the ore/iron used in the craft.”
     
    “Mixed into this we also have to take into account aspects such as the skill levels of the crafter – and also take in a random factor so that not everything produced is of a uniform quality.”
     
    “The attribute system I’m currently working on should help with these kind of things, and it will not only be used for the new stuff in 42’s crafting update – but we will also be able to refactor things currently in the game’s existing crafting systems to work with it all really easily.”
    “Lastly, a simple use case example. (And this is an example – not a promise of item inclusion!)”
     
    Consider a shotgun item that can be crafted with attributes like damage, range and condition – based on the skills of the player who has been upgrading, improving and caring for it. The shotgun is then crafted into a new shotgun trap item, where the attributes of the original shotgun are copied over. The trap item is placed on the world as what we call an IsoObject – and the attributes are once again carried over to it. The range and damage attributes are now being used for the trap’s code. The trap gets triggered a few times – lowering the condition attribute. Another player decides to disassemble the trap to retrieve the shotgun from it, and the newly instanced shotgun item copies the attributes from the trap – and we end up with the correct damage and range values as it was originally crafted with. However, it now also has  a lowered condition due to its activity while it was being used in the trap.”  
    “With the new system I’m coding, this daisychain of steps can be achieved with very minimal additional coding required.”
     
    LES ANIMAUX
    “Hello everyone! RJ here.”
     
    “Okay, so everything that’s outside of your current surroundings in PZ doesn’t really exist. It exists as ‘meta’ – it isn’t streamed in, and the game calculates hordes moving around in distant places.”  
     
    “For animals, however – this needs to change somewhat. You need to be able to travel the distance of the map, but for the game to still remember things about them that don’t matter for shambling zombies. Animals need to age, eat and drink – if you leave them too long they can’t be in perfect condition when you get back. They, most likely, need to be dead.”
     
    “Not only are there lots of things to consider with animal, but there could also be a LOT of them on the map – although we’re current not 100% on our final list we have models for rats, squirrels, larger birds, deer and domesticated animals. So, even though the game knows everything about them and their movement – there’s a risk that when they’re properly streamed it might get too intensive for the CPU.”
    “To avoid this I have coded it so that their stats (hunger, thirst, age etc) are updated every in-game hour. Realistically you’ll likely only have one or two cows, but if you want to breed rats for… some inexplicable reason you could end up with a ton of them. We don’t want players with 100+ animals having their stats updated every tick, or things could melt.”
     
    “As such, animals won’t be updated real-time while they are off-screen (except for animals in a migration path, more on that below) but they will update themselves once you (or anyone else) returns to them. So be sure to fill up their feeding trough before you head out on loot run!”
     
    LA MIGRATION DES ANIMAUX
    “We don’t want wild animals to always spawn in the same place. So for creatures like deer, we need to have them follow a set path – as they usually do in real life. This is being done through additions that Tim has made to WorldZed – and where we can ‘simply’ draw all the paths that animals could take – with nodes all along it where they can eat, drink, etc.”
     
    “It’ll be up to the player to try to understand and learn these paths, so you’ll know where you could find your animals to hunt. We can also perhaps provide lootable items that can mark up rough hunting trails on your in-game map too.”
     
    “This aspect of animals will be updated in the meta though, as animals need to always be on the move and some animal paths will cross with others – meaning that a group of deer could decide to change its path if it chooses to.”
     
    “A deer group will contain all relevant members of the deer family. If you kill the buck in a deer group, they won’t have fawns for quite some time – until they find another buck to add into their group. As such, it will be important for players to recognise what animals they should kill: which are still too young, which might be pregnant etc.”
     
    “It’s not done for B42 yet, but we are planning tracking to an extent via the deer excrement they leave behind and its freshness – all discovered via the foraging system. This way you’ll start to know on your server/game, what are the path animals are currently on, and could quite easily track back to them to “collect” your meat. Again, this aspect isn’t 100% up for inclusion yet – but hopefully shines a light on our plans.”
    JOB AD MK II
    Sadly due to unforeseen circumstances we are back on the hunt for an Animations Engineer / Technical Wizard  – most likely someone from the AAA game development space who has pines for joining a close-knit team of indie devs. If this is you, or someone you know, then our job page lives here!
    Today’s Rosewood base from Poffie_was_here. A changelist of all our pre-release and post-release patches since the 41 beta began can be found here. 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. Experienced games dev and want to work with us? Details here.
  20. Spiffo
    Pandorea reacted to DarthScorpivus in [41.71][Single Player] Extra Cooking XP from cooking show Bug   
    Ok I tested this without mods and was not able to reproduce it so I guess it is a mod that is causing it. Apologies and I guess u can disregard it. Thanks for your time. Will test next time without mods before reporting. Thanks for your time.  
  21. Like
    Pandorea got a reaction from Hugo Qwerty in [41.71] [Singleplayer] Dropped helmets that disappear   
    I know that  that's why I'm asking if items have been "placed" or "dropped"
  22. Like
    Pandorea got a reaction from Magondivel in New area type to search for items-coast   
    Ooo, that's a good idea! Esp as atm areas near river are generally empty.
  23. Spiffo
    Pandorea reacted to MusicManiac in [41.71] [Map] Un-destroyable stacks of hay   
    Oh, my bad, never occurred to me you could try to pick them up
  24. Pie
    Pandorea reacted to GKuba in [41.71] [Singleplayer] Long term performance issues.   
    Version 41.71 (save originates from 41.70). Singleplayer. No mods. Sadly no easy and quick way of reproducing this I'm afraid.  
    During my current and longest run so far I've encountered some performance issues. I've started in Riverside and made my base there. After around 5-6 months I've started experiencing framerate drops while going through the town, the problem was getting worse as time went on. Some time later the framerate was unbearable so I travelled across different towns spending a few months out of Riverside. My run ended with death in Louisville after over 1 year into the apocalypse. I've decided to make a new character and hop in debug mode to see if the issue in Riverside still persisted, and sure enough it did. In the middle of the town I get framerates below 20 fps (around 10 fps during thunderstorms), for reference I normally have between 60 and 144 fps depending on where I am and the weather (worst case it drops to around 40-45 when driving at high speed, fully zoomed out during thunderstorm).
     
    My guess is that the performance is heavily impacted by the dried up blood on the streets which never seem to disappear and ash piles left after burning zombies, which also never disappear. If my assumption is correct, the easy fix for that would be having blood and ash disappear over time or during rain. Below is a quick video of me going around the "lag zone" in debug mode with fps counter in the top left. As you can imagine driving a car through this is a nightmare.
     
     
  25. Pie
    Pandorea reacted to GKuba in [41.71] [Singleplayer] Radios loose their functions when installed in a car.   
    Version 41.71 (new save) Singleplayer No mods Reproduction steps: Check the model of radio installed in a car or install one yourself. Notice the parameters of the radio. Get in the car and open the radio. All radios are converted to "WaveSignalDevice" with parameters of a basic ValuTech Radio. Radios with higher frequency range will loose the benefit and are defaulted to 88 MHz - 108 MHz. Premium Technologies Radio will loose it's ability to play CDs. Ham Radios will loose their two-way communication capabilities.  
     
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