Jump to content

EasyPickins

The Indie Stone
  • Posts

    1514
  • Joined

  • Last visited

Everything posted by EasyPickins

  1. This should have been "Increased the distance zombies spawn" not "Increased the distance zombies become visible". Zombies would only spawn when the player was within 10 squares of a room, now that distance is 50 when the player is in the same building.
  2. Can you put these into the zombie/core/raknet directory and see if it fixes it? UdpEngine$1.class UdpEngine.class
  3. Currently it works for barricades, campfires, compost bins, farm plants, generators, rain-collector barrels and traps. It doesn't add any new types of objects like garage doors. The Lua code for this is in media\lua\server\Map\MapObjects\.
  4. I don't know why it's not changing the .bmp file when you try. Is there some reason you need to recreate the bmp file? Once the tmx is created, there's usually no need to run TMX to BMP.
  5. It seems to be working here. If you want to send me the cell 4,6 TMX I can see what's going wrong there.
  6. You will only see a difference in the BMP images if you painted with the BMP tools in TileZed. Any tiles you placed into a map in TileZed (not using the BMP tools) won't show up using TMX-to-BMP.
  7. This is caused by vehicle id numbers becoming negative after the game runs for long enough. I made a fix for it, but if it happens before the next patch, just restart the game or server.
  8. Zombies are attracted to any light that is switched on at night.
  9. No, the Steam upload script put the file into a folder called libPZBullet64.so instead of renaming it.
  10. Rename natives/libPZBullet64.so/libPZBulletNoOpenGL64.so to natives/libPZBullet64.so.
  11. The error happens while loading the player file map_p.bin. In the Host screen, click the 'Delete Player' button. That will delete your player, but if it is from Build 38 it won't be compatible with Build 39.
  12. I'm a little confused because "Very Low" lighting was removed in Build 38. Build 39 with vehicles was just released.
  13. It looks like it removes the user from the whitelist when they die, but then adds them back when they disconnect. Is that what you see? EDIT: I found the bug, the player is added back when they disconnect.
  14. Strange. I had to generate the cell again for the wall to appear. It didn't seem to be due to a change in the code. The wall tiles just weren't there.
  15. It's a bug. It only removes the account for admin/moderator/etc accesslevel.
  16. Looks like DropOffWhiteListAfterDeath only works for players with accesslevel that isn't "none", the opposite of what it should.
  17. It would be good if Linux users could turn Multi-core to Yes in the Display options and see if this works. Remember to restart after changing the option.
  18. Do you know what the error was? I tried in a few spots without any problem.
  19. Can you post a picture of this? Roofs should disappear in player-built structures.
  20. It looks like there may be a problem with the map_zone.bin file. Can you get C:\Users\Данил\Zomboid\Saves\Multiplayer\76561198130352038_vaisity_player\map_zone.bin from your friend's computer and post it here? Then ask your friend to remove the map_zone.bin file and try to connect. If that doesn't work, delete C:\Users\memles\Zomboid\Saves\Multiplayer\vaisity\map_zone.bin from your computer and then start the server again.
  21. Looks like there is a bug with BadInMicrowave=true and ReplaceOnCooked in the same item.
  22. Yes it would overwrite it. Create a new file called ProjectZomboid64.site.json, it won't overwrite that one.
  23. Could you try the attached file, but rename it to libPZBullet64.so and let me know if it works? It goes in the server's natives/ folder libPZBulletNoOpenGL64.so
×
×
  • Create New...