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Maris

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  1. Like
    Maris reacted to Enoahe in Custom text is not saved on a piece of paper in container   
    Yup. But game probably should not allow to write if item is not in your inventory at all. 
  2. Like
    Maris reacted to Lovely in Metal Ladder   
    A metal ladder that uses the metal ladder sprite and utilizes the sheet rope climb functions. Crafted with 15 metal pipes, propane torch & welding mask, level 7 metalworking, and through the build menu and not the crafting recipe menu (So as to keep it a physical entity and not just an item.)
     
    If I knew how to code in LUA I'd be doing it myself but I'm pretty useless as far as coding goes unless someone is willing to send over the source file for sheet ropes (as a construct, not as an item.)
  3. pillow
    Maris reacted to EnigmaGrey in Floating cars   
    Yuri is doing some work on this now. Hopefully we'll see it as part of build 41.
     
    Till then, there's not really much you can do a side from delete the car (necroforge) or try and knock it down yourself.
  4. Like
    Maris reacted to Enoahe in Custom text is not saved on a piece of paper in container   
    This could be replaced with re-login on the server or restarting the game in single.
  5. Pie
    Maris got a reaction from Pandorea in Custom text is not saved on a piece of paper in container   
    How to reproduce:
    1. Join (any) dedicated server.
    2. Get a Sheet of Paper. It doesn't matter if there already is some text.
    3. Put Sheet of Paper in a bookcase OR put it on the ground. Not in your inventory.
    4. Write some text using a pencil.
    5. Go to another location (at least 300 tiles from this place I guess).
    6. Go back.
    7. Try read your text. It's disappeared! The Sheet of Paper is in the same state as it was on step 2.
     
    P.S. I lost huge text that I wrote for my teammates.
     
  6. Like
    Maris got a reaction from Geras in Red Pen and Blue Pen doesn't work   
    v40.43
    I can't write in notepad using red pen or blue pen (only common pen or pencil).
     
  7. Like
    Maris reacted to Faalagorn in Floating cars   
    Another car. This time I "fixed" it by spawning another one and cheat-menu'ing the car key and removing the old one from the world.

  8. Like
    Maris reacted to Demonic_Kat in Dark as night while raining   
    Not sure if this is intentional but I started a new game on the current build and it started to storm. Then it got pitch black at 13:00. I've been in some crazy storms (hurricanes included) but I've never seen any storm block out the sunlight completely, or even to the point where one needs a flashlight. (Screenshot shows the next day at 9am when I got lost in the blackness of rain) 

  9. Pie
    Maris reacted to Kaleidozombie in Can't enter car because of items on seats   
    You can press V to open the vehicle wheel menu. From there you can select the option to open the vehicle door. Once the door is open you can open your inventory windows and you'll be able to access the seat from there and remove any items that may be on the seat. Unless you are using this method you shouldn't be able to access the vehicle inventory and place items on the seats and in the glovebox unless you are sitting in the vehicle and on one of the seats thus preventing you from accessing that seat's inventory. If you have somehow managed to place items in the inventory of the seat you are sitting on then something is bugged.
  10. Pie
    Maris got a reaction from Pandorea in Distorted gates   
    How to reproduce:
    1. Ready to build the gates. I tested in singleplayer.

     
    2. Start building... And press R until end of the process.

     
    3. When the process is finished, you will have a bug.

     
    It's not just a graphical glitch. I can't use these gates at all.
  11. Pie
    Maris reacted to Eldurn in Missing weapon sound.   
    Sup boys, finally after 150h+ without any problem i have to report bug
     
    I don't have gun shoot sound, without problem with reload noise. I tried change audio settings but all sounds are set loud. I can too test missing sound in advanced options. I find more player with this same issues.
     
    Have a nice evening
     
    Edit:
    I try some way to repair this by myself and i find this: before i start game in advance sound options i have normal sounds category. After trigger missing sound (like shoot by 9mm pistol) in advance sound options are created new category AUTO with missing sound but i can't hear it if i push test button.
  12. Spiffo
    Maris reacted to nasKo in How to add users to whitelist?   
    With an SQL editor by opening the database file and adding them manually. 
    https://theindiestone.com/forums/index.php?/topic/5795-how-to-run-a-server/
     
    Possible that you might have to run the server for it to be generated.
  13. Like
    Maris reacted to RobertJohnson in How to run a Server   
    Server options
     
    After launching a server for the first time, you'll have a bunch of options in your C:\Users\<Username>\Zomboid\Server\serverOptions.ini for enabling / disabling PVP, or closing your server to people with valid user/passwords. It defaults to open so people should be able to join your server with any user/pass by default (as of hotfix since this edit was made - so validate your steam version if reading this afterward). Changes will only take effect after relaunching server. If you're careful who gets the IP address then you could get away with never having a whitelist if you so choose.
     
    Creating a whitelist
     
    If you would like a private server where people need a valid user/pass to join.
     
    As stated, this is a bit more of a mess on than it will be down the line, but once you're set up its pretty easy to manage.
     
    The server will look in your zomboid data folder (where saves are stored) for a database file with username / passwords to authorize people trying to connect to your server.
     
    The database is created in  C:\Users\<Username>\Zomboid\db on first launch.
     
    Now, you can either modify the database with a SGBD, or direcly in game.
     
    Modify the DB with SQLLite Admin :
    Download this. It's for editing file based sql databases.
     
    http://sqliteadmin.orbmu2k.de/
     
    Open SQLite Admin, and open your world.db in it.
     
    Go into Tables, click whitelist, expand it out and click a random field (say id)
     
    Then click the Edit Data tab, and you can put data in. All you need to do to add a user is click the + icon, and then (in order) put servertest into the 'world' column, then add a username and password into their respective columns. Close the database once you've made your changes and it'll auto save. Note you can only edit the database when the server is down. Again we'll make it so you can maintain a whitelist while the server is running in the near future.
     
    Done.
     
    You can also add users directly in the game, check all the admin command right there : http://theindiestone.com/forums/index.php/topic/5813-how-to-administrate-a-server/
     
    Running a server:
     
    In the game directory there should be a batch called ProjectZomboidServer.bat (windows) or a shell called projectzomboid-dedi-server.sh (linux). Run that. You may want / need to tweak them to allow less or more memory to be allocated to the server depending on player counts, but the default should work fine for most. We'll provide mac instructions once we've nailed it down, however mac users can connect to windows/linux servers no problem. If you envision lots of players it would be a good idea to tweak the memory usage to 4gig or as much as you can spare, as that's likely the major deciding factor of player counts.
     

    Rathlord to the rescue with OS X instructions!
     


     
    The server uses the port 16261 for communications, and each player has a download port for getting the map data from the server, starting at 16261. You will need to open a port per player, so for a 32 player server open/forward 16261 - 16293. Instructions for forwarding ports etc can be found all over the place, and will usually involve going onto your router. So google your router  along with 'port forwarding' if you're unsure, or ask a friend. Setting your internal IP (192.168..... obtainable by 'ipconfig' in a command prompt) to the DMZ on your router is a shortcut to doing all this, and will probably be the easiest option, but you'll then be lacking your router's firewall so that's up to you.
     
    Now it's just a case of providing the IP to those with access, who can add the server in the JOIN SERVER dialog in-game. Find your IP here: http://whatismyipaddress.com/
     
    For detailed linux instructions, read kirrus' awesomes post here: http://theindiestone.com/forums/index.php/topic/5577-multiplayer-open-test-details-inside/?p=77090
     
    Managing a Server
     
    http://theindiestone.com/forums/index.php/topic/5813-how-to-administrate-a-server/
     
    Reporting a server error
     
    If you get broken chunks, or other calamities occur with the server, zip up the directory: C:\Users\<Username>\Zomboid\servertest\ and get it to us along with a description of the problem, and hopefully we'll get it resolved asap.
     
    Videos / Streams permitted but please make sure there aren't problems running it before doing so?
     
    Common Fixes
     
    If you have errors loading the game like this:
     


     
    Install this on 64bit systems: http://www.microsoft.com/en-gb/download/details.aspx?id=14632
    Or this on 32bit systems: http://www.microsoft.com/en-gb/download/details.aspx?id=5555
     
    If you're getting connection issues, then it's almost certainly either incorrect IP info or an unknown firewall or something installed on your machine. Avast and other virus software may also act as a firewall without your knowledge. So either add a rule to allow zomboid, or disable them, but obviously the latter is not recommended unless you also have windows firewall or similar and the avast firewall is undesired.
     
    LeoIvanov:
     
    Enjoy!
  14. Like
    Maris reacted to RedAegis in RAM-Disk for PZ?   
    A few server owners have done this (It works wonders on pausing zombies)

    Zeek's Haven has been doing this for a week or 2 now and the results are great! A lot less RAM needed as well. (On SSD we were seeing upwards of 10gb of RAM being used (34 players). With RAM disk, it halved it.)
     
    No more slowdowns after 2 hours of uptime either.

    [RAM Disk] is recommended!

    Not to mention that using it will extend the life of your hard dive.
  15. Like
    Maris got a reaction from cool daddy shark in Lua requests   
    Please add API for custom moodles.
  16. Pie
    Maris reacted to nasKo in ZedLocation   
    Howdy almost-yuletide survivor.
    PATCH 40.40 RELEASED
    Today we released our final (sort of, read below for more on that) patch for Build 40. Full patchnotes can be found here, but this covers stuff like:
    Improved darker nights, and less washed out night-time interiors. Car headlights and flashlights will be more of a necessity now. Sandbox settings also updated, so you can adapt it to a brightness you desire. Improved appearance of weather effects when in a building. Moon calculations re-added to game to govern night brightness. Extended disassemble ability to many more items,including: fridges, ovens, more chairs, washing machines, lockers, fitness equipment, metal barrels and some missing shelves. Some balanced player actions related to injuries, sleeping, window-breaking and bandages in a saucepan. Fixed whisper problems in the new chatbox, stair teleports, rain rather than snow in Winter is Coming, community translation font issues, plumbed sinks not working in MP and various other issues. 40 MP NETWORK STUFF
    While the rest of the team move into the animations build and version 41, we’re leaving optimization specialist Bitbaboon Steve investigating what easy-win MP networking improvements we could potentially still patch into 40.
    The first of his discoveries, the removal large number of empty and unnecessary data packets being sent over the server, has been released in 40.40 and should be a mild salve for current lag issues but his investigations also came up with an idea we thought it’d be wise to test out with a forthcoming IWBUMS beta and Community Megatest.
    Essentially, Steve has been working on some server configurable optimizations for zombies in multiplayer. Since vehicles, performance in multiplayer servers has seen added strain (particularly in handling zombie hordes) and we’re hoping this might improve matters.
    In essence, we’re about to release a test version in which there are several configurable options to allow server owners to fine-tune how much zombie data is sent to their players.
    There will now be two ‘player client zombie awareness’ circles: the first a smaller radius that defines at what tile-range zombie positions are sent to clients with a high precision in every frame, and then a second larger radius in which the zombie location information can be sent to clients less frequently. Server owners will also be able to play with how much time there is between the low frequency updates.
    On low population co-op servers these values can be set pretty liberally, so the players are getting all zombies in the visible area smoothly. But on high population servers that experience lag issues, server operators can sacrifice the smoothness of zombie movement in the distance (or even cap zombie visibility completely over a certain distance) in order to VASTLY reduce the amount of internet traffic they produce when lots of players are involved.
    We think this will sharply decrease the amount of work the server needs to do and should lead to a much better player experience with a little bit of visual compromise toward the edge of the screen. Distant zombies might pause a bit or appear to teleport slightly between updates, but these movements are also something we’d hope to blend better (and make far less noticeable) with the added functionalities of the animations build. Server operators can decide on their own level of compromise too.
    This work is pretty much done, and as such we will add it into the IWBUMS beta as soon as it’s clear there’s nothing from 40.40 that needs hot-fixing. Please keep your eyes on the forum if you want to participate in a special Yuletide Megatest.
    41 ANIMS
    This week in TEA-land Grant has improved things dev/modder-side with live texture reload, through upgrading the Filewatcher mechanism. It now watches the media folder instead of polling individual files, and is much more efficient. Upon a texture filechange, the game now reloads it live and in-place. This should make iteration times on textures much easier and faster.
    Zac, meanwhile, has fixed up AnimZed for Animator Martin to the extent that he can now get a lot more variation on different individual outfits. Take these cops for example:
    Martin has also been creating a better range of skin tones for player characters, to allow for better customisation should people desire it.
    OTHER STUFF
    Stas has just updated the Gamepad Test beta with a lot of fixes, for our lovely select bunch of gamepad testers. If you fancy helping out with this part of PZ work, and earn yourself a free code, then enquire within. RJ has been tinkering with in-game loot, and has occasionally been popping into the PZ Discord to look for willing testers. The overall plan is to have more information in the game code in terms of what’s a desirable item, and what’s junk – so we can then fill containers with a lot more realistic junk items even on higher difficulty levels. He’s also experimenting with having more specific containers in homes for more specific items (all the cutlery in one drawer, male clothes in one wardrobe, female in another etc) but the jury is currently out on whether it actually detracts from the looting gameplay. ChrisW’s work on in-building Sims-style cutaways and the abolition of the dithered circle view stencil continues. As seen here both with, and without. Today’s warehouse horde from Frank. 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 PZWiki should you feel like editing or amending something, and the PZ Mailing List that can send blogs like this and patch notes direct to your mailbox. We also live on Twitter right here! OurDiscord is open for chat and hijinks too.
  17. Pie
    Maris reacted to Fenris_Wolf in Buyable Traits Mod   
    So, your 8 months into the outbreak. You've got more skill points then you can spend in a lifetime. Your character is kicking ass, but....you're regretting that negative trait you picked on character creation....or your wishing you had picked that positive one...but its too late now right?
     
    WRONG!
     
    Now with the Buyable Traits mod you can spend those unused skill points on something useful!

     
    By default, adding/removing traits costs x4 as many points as the initial character creation.
    Learning a new trait grants all skill levels, and free recipes it normally would.
    Traits can be blacklisted from being added or removed (such as the Overweight in the screenshot above)
    Profession/free traits cannot be added or removed, negative traits cannot be added, and positive ones cannot be removed.
    Double clicking on a trait will bring up a confirmation box.
    This should support traits added by 3rd party mods as well.
    No refunds.
    Visa and Mastercard not accepted.
     
    Support for game controllers is doubtful at this time (I lack one to properly test)
     
    Current Version: 1.00-stable
     
    Download:  https://downloads.tekagis.ca/ProjectZomboidMods/BuyableTraits.zip
    Github Development: https://github.com/FWolfe/BuyableTraits
     
    Credit goes to @Sparrow for demanding this be a thing
     
  18. Pie
    Maris reacted to Kaleidozombie in Container Order   
    After having a helicopter event and having several of the containers at our safehouse smashed to bits I encountered the problem of having to scroll down through dozens of bags to get to the floor container so I could pick up the bags to place them in another crate elsewhere since the container they were in was destroyed. It would be nice to chance the sort order of the containers to the right of each inventory window (especially those in the world) so that after the containers such as crates, counters, cupboards, refrigerators and the like the floor is the next available container before all of the containers such as purses, schoolbags, dufflebags and the like. You could also expand this to include corpses. The container in question held about 10 of every type of bag a character could carry and having to cycle through them all to get down to the bottom of the list to the floor container so I could pick up the items was rather inconvenient. On keyboard and mouse it's possible to use the scroll wheel which makes this a little less problematic, but I play on the controller so I have to tap the bumper for each and every container I want to cycle through. I know this isn't an urgent fix, but it would be nice if it can be added to the list of possible fixes and can be worked on sometime in the future.
  19. Like
    Maris got a reaction from Dudeman325 in Rooms on the map   
    I researched the map for my own needs and created a list of some rooms.
     
    West Point (Center):
     
    West Point:
     
    Muldraugh:
     
    Rosewood:
     
    Here are some popular containers in known rooms (dirty draft):
     
  20. Pie
    Maris reacted to Enoahe in 40.36 - Car and fire   
    Also bombs (pipe/aerosol bomb with sensor, for example) do not damage cars.
  21. Like
    Maris got a reaction from Tails in 40.36 - Car and fire   
    You can't set fire to a car.
     
    But if you are in a car, you may still get a burn.
    1) Drive so you (while driving) are over campfire.
    or
    2) Drive so you (while driving) are over burning zombie or another burning item.
     
    Looks weird.
  22. Pie
    Maris got a reaction from Pandorea in 40.36 - Car and fire   
    You can't set fire to a car.
     
    But if you are in a car, you may still get a burn.
    1) Drive so you (while driving) are over campfire.
    or
    2) Drive so you (while driving) are over burning zombie or another burning item.
     
    Looks weird.
  23. Pie
    Maris got a reaction from Pandorea in Warm car with broken windows in winter   
    Hello.
    I had a very cold winter and I sit in a car with broken windows and turn heater on.
    It helped to get warmer but it shouldn't.
  24. Pie
    Maris got a reaction from Pandorea in applied Garlic Poultice is not saved   
    How to reproduce:
    1) I tested in multiplayer, but it may be a bug in singleplayer too. So start a coop server.
    2) apply Garlic Poultice
    3) stop server
    4) start server again
    5) Garlic Poultice disappeared.
  25. Like
    Maris reacted to Kaleidozombie in How to create custom tv/radio station?   
    You may have to ask Dean about this.
     
     
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