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notorius-B.D.A.W.G

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  1. DEBUG: Script , 1629560743044> ScriptManager.LoadFile > media/scripts/vehicles/vehicle_stepvan_smashed.txt DEBUG: Script , 1629560743044> ScriptManager.ParseScript > Parsing... LOG : General , 1629560743045> ERROR: template "StepVan" not found WARN : Script , 1629560743045> VehicleScript.Loaded> vehicle "StepVanSmashedRear" extents != physicsChassisShape LOG : General , 1629560743045> ERROR: template "StepVan" not found WARN : Script , 1629560743045> VehicleScript.Loaded> vehicle "StepVanSmashedRight" extents != physicsChassisShape LOG : General , 1629560743045> ERROR: template "StepVan" not found WARN : Script , 1629560743045> VehicleScript.Loaded> vehicle "StepVanSmashedLeft" extents != physicsChassisShape LOG : General , 1629560743045> ERROR: template "StepVan" not found WARN : Script , 1629560743046> VehicleScript.Loaded> vehicle "StepVanSmashedFront" extents != physicsChassisShape LOG : General , 1629560743046> ERROR: template "StepVanMail" not found WARN : Script , 1629560743046> VehicleScript.Loaded> vehicle "StepVanMailSmashedRear" extents != physicsChassisShape LOG : General , 1629560743046> ERROR: template "StepVanMail" not found WARN : Script , 1629560743046> VehicleScript.Loaded> vehicle "StepVanMailSmashedRight" extents != physicsChassisShape LOG : General , 1629560743046> ERROR: template "StepVanMail" not found WARN : Script , 1629560743046> VehicleScript.Loaded> vehicle "StepVanMailSmashedLeft" extents != physicsChassisShape LOG : General , 1629560743046> ERROR: template "StepVanMail" not found WARN : Script , 1629560743046> VehicleScript.Loaded> vehicle "StepVanMailSmashedFront" extents != physicsChassisShape DEBUG: Script , 1629560743047> ScriptManager.LoadFile > media/scripts/vehicles/vehicle_suv.txt module Base { model Vehicles_StepVanSmashedRear { mesh = vehicles/Vehicle_StepVanCRASH_Rear, shader = vehicle_multiuv, invertX = FALSE, scale = 0.0087, } vehicle StepVanSmashedRear { template! = StepVan, model { file = Vehicles_StepVanSmashedRear, scale = 1.8200, ┊ offset = 0.0000 0.4725 0.0000, } skin { texture = Vehicles/vehicle_stepvanshell, } } /Library/Application Support/Steam/steamapps/common/ProjectZomboid/Project Zomboid.app/Contents/Java/media/scripts/vehicles/vehicle_stepvan_smashed.txt Game is complaining that StepVan template can't be found. Seems to be the main games code and not a mod. Version 41.53 - IWBUMS. I tried to find existing bug reports and couldn't find any.
  2. Same issue here. Used to be able to use scroll wheel to go through many near by corpses to see what loot they had. Now need to scroll a lot and then it jumps many corpses. Now I need to click on them and when there's a lot of corpses it's a bigger pain. It is now much more tedious, and not as fast, which is annoying when you are trying to quickly check for items you need whilst zombies are approaching before you bail. This is another regression from an update.
  3. Seems since this update that most car mods are broken, most cars do not have seats anymore and so can't be entered. I think due to this: I think Indie needs to make it easier to mods to be tested and easier to show which mods are no longer compatible with a release. The loot system, the loot tables, and other things keep getting changed and lots of mods are poorly written and break things, and break other mods. A lot of mods aren't well maintained. As a player it is not easy to tell which mods will work and which won't and which combination of mods will break each other. It would be good to have automated testing that runs mods in a new build, and works out if things like the car it adds will never have seats and is no longer functional. Or that a mod that adds some item is now using a table that doesn't exist and so will never be found in the game anymore. The mods add lots of content, and lots of fun for players, but it's not easy for the authors to maintain them and not easy for the players to have success playing with them. They constantly break, and not always immediately discoverable, needing to abandon a save and start again if you want the mod, but turning off a different mod that breaks the mod you care about the most. I find myself spending more and more time troubleshooting programming problems rather than enjoying play the game. A mod should be able to easily add unit-tests and/or end-to-end tests, and popular mods should be automatically tested, and flagged as broken in a build. Mod developers should be able to see their mods have been broken by some change in a new update.
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