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  1. What it says on the tin. When I click on "Set Alarm" on a clock that is inside a container, the clock does get transferred to my inventory but the pop-up for setting the alarm doesn't show up. I am playing on the latest beta version, IWBUMS 41.45.
  2. When I attack with a closed umbrella equipped in both hands, there is a significant (1-2 second) lag in the "death" sound after I kill a zombie. So the zombie dies, after 1-2 seconds, the "death" sound plays. I am playing on the latest beta version, IWBUMS 41.44.
  3. This only happens when the radio is in a bag/container I have on. When I unpack the radio from the bag, the "place item" option shows up again. I am playing on the latest beta version, IWBUMS 41.44.
  4. I think I reported it already, but apparently not. It seems that currently "Damage to Player from Hit by a Car" isn't set for any modes. Is it sometimes that prevents that option to be set by default? I think there's no animation and the only way to experience it right now is Remote Play yet, but I still think it's not set accidentially since the time it was added – the alarms are set at least now, though in most presets are on Extremely Rare (it's Rare on One Week Later, though I'm not sure if that preset is used currently), so I honestly never experience car alarms either.
  5. Unfair deaths in the game the worst, one of the most dreaded ones is falling off when building, especially when you don't know where you can stand. Latest improvements in auto-generating floors beneath slanted tiles is improvement but it's not reliable, and with the isometric view it's often not so hard to accidentally let of your finger from one of the direction keys, even more with controllers and possible slowdowns due to FPS drops or lags (currently in remote play but down the line multiplayer too). Anyway, in Minecraft, when you crouch, you don't fall down the ledges – so you can build relatively safely at heights as long as you sacrifice some speed – the same could apply to zomboid – as long as you crouch and not crouch run when building stuff, your character is "careful" the way it automatically hides behind cover and won't fall. This would give some use of using sneaking when in safe spots where zombies aren't there Also, somewhat related but opposite: https://theindiestone.com/forums/index.php?/topic/30420-jump-out-a-window/&tab=comments#comment-297140
  6. Currently, it is possible to spawn movables in debug item list, but only the ones that are defined in script files, such as Antique Stove or Mattress. Would it be possible to add an option to spawn more movables without adding them to the script files? Or populate the script file with all the up to date movable items – it would be much easier to debug issues and bugs with movables in debug mode and could potentially be useful in fixing worlds or later in multiplayer.
  7. When you place a Sandbag Wall or Graven Bag Wall, the sillouette is shown with a wooden floor with them – however, when you place them, just the bag (without the wall) is being placed. Ideally, the sillouette should not be shown with the floor to avoid confusion.
  8. https://map.projectzomboid.com/#0.33184541534583367,0.28283740661007234,537.4418766048999 There is a floating part of a house, where my character is and where the top most window is.
  9. Placing a stone on the ground causes fog/the world to mostly disappear, items such as counters, sinks, fridges, tilled spots in a certain area east of the dropped stone. everything is still functional in the invisible zone. mods we're being used i'll put a list here: 300 points trait, additional hair colors, craft helper mod (v1.1.2) for PZ 36.4, Freespawn, Hydrocraft, Kingsmouth (just standalone world without the challenge part), pillows random spawns and pillows random spawns by location. (got too lazy to type these) survivorradio and finally eris_minimap. here is a link to a video featuring the bug: not sure if it's mod related or game related, but felt like sharing anyways
  10. Zombies will not attack barricades on the opposite side of the window they are (aka, if they have to reach through the window to get to them) Tested this a few times and it was repeatable, and even reversible, where zombies cannot attack barricades on the inside of the house when they are on the outside. (Only mod enabled was a cheat menu to spawn in zombies to test it. Tested it with "attack player constructs" both on and off. This works with all barricades types, as far as I know. Tested with planks and metal bars, could not attract them onto the metal sheet, however.
  11. In the latest version I have a problem with disappearing Welding Masks. I had three, so thought it's more than I will ever need. However, one of them was nowhere to be found at one point. OK, I thought – probably it was knocked off by a zombie in a scuffle and I didn't notice it. But the second one I took disappeared like 20 minutes (real world time) after while being worn, and I was just walking around dismantling stuff, when suddenly it was gone. I didn't lose it or remove it, and it's nowhere to be found. Same problem was present in other beta versions with the Lighters – I was running around with a Molotov in one hand and a Lighter in another, and suddenly there is no lighter anymore. I could go through 3-4 lighters before I was able to gather a horde and chuck a molotov at them. Had to switch to equipping it at the last moment, to ensure it won't be lost. Playing on macOS Catalina, Steam version.
  12. When the new fog (whether High or Medium detail) is enabled, and I am inside a building – it seems that outside is covered in a thick rolling fog. When I go out of the building, there is no fog, but everything is desaturated, but clearly visible. It seems that the new fog itself is not rendered at all. Legacy fog works OK, but I see black borders between fog cells (this was always the case in v41 since I switched to beta a few months ago. I'm playing the Steam version on MacBook (Pro early 2015, if that matters) with macOS Catalina.
  13. I put my Character to do squats, then I had to pause the game for a moment and when I resumed the game, my character was squatting indefinitely. I had to go in and out of the game to get him to stop squatting.
  14. I have had a few massive hitches while playing, but usually the game snaps out of it and I can continue on. No rubberbanding involved. Just had a massive hitch that the game didn't recover from. Could still hear ambient noises, ALT+F4'd to get out of it and save my character in the event shit was going on behind the frozen screen. Here's the error from console:
  15. This is a minor issue, but it has happened with both TVs that I have tried connecting my laptop to. When starting the game in fullscreen it displays with a blue tint and skewed down to one side. This issue is resolved by making the game borderless windowed. This happens with an HDMI connection and display duplication. Haven't tried other configurations.
  16. Just a couple of issues I've noticed while playing recently with a controller. The cruise control option does not work in vehicles. When attempting to get inside vehicles, if not looking precisely in the direction where you can enter the vehicle, when you press 'A' the character turns away from the vehicle When doing vehicle mechanics and speeding up time sometimes the character gets hung up on corners of the vehicle requiring you to slow time down and redo the action Sometimes after choosing a selection from radial menus the right stick is unresponsive upon initial manipulation, requiring me to stop manipulating the stick for a brief moment before it becomes responsive again.
  17. I've read about the folks have experienced losing shit upon reload of the game, experienced it for the first time myself last night and again just now. Last night parts of my world were reset to their default. I had set up a base at the clothing store between muldraugh and westpoint with pretty much the entire building gutted and rebuilt to how I wanted it. It seems when the tiles were reset to default it was only within a limited distance from my character, because not all of the tiles in there were reset, just surrounding my character, probably about 10 square radius. Also a lot of the stuff from my inventory is gone. I don't have the console from last night. Then, with a new character, I had started collecting stuff and making my way back to my old base and had to log off for the night. Just now when I clicked continue an error was thrown, figured it had to do with one my mods, but it doesn't appear to be the case. I immediately copied the error from console and continued past the loading screen to find my new character had most his shit from his inventory deleted and the time was reset to approximately midnight - don't have a watch to confirm. Here is the error from the console: Sorry, I've forgotten how to spoiler on here.
  18. I found 2 game mechanics which are really expoitable and im sure they are not intended. First is, that you can get rid of your Stress- and the Depressed-Moodle, by smoking 1 Cigarette and instantly canceling the Action. The Cigarette doesent get consumed, but your Anxiousness is gone. In a high pressure Situation, where u are surrounded by zombies it gives you so much more time to gain more accuracy within 1 second or even less. You can also repeat this as often as you want to get rid of your unhappiess, if you have picked the Smoker-Trait. This exploid makes the Smoker Trait really overpowered. Second is, that you can forage inside of a Car, which "could" be imaginable, but the danger of getting swarmed by zombies in the woods, while you are searching for suplies, should be there in my opinion. But additionally your also can drive your Car around while foraging. Feels abit weird PZ is really an amazing game, and love everything you guys did with it, but please fix these 2 bugs Greetings, luxlime
  19. Noticed that when its raining and i'm zoomed out, my FPS drops pretty bad and every action has at least half a second delay. (Zooming in all the way alleviated the issue, but that caused me to lose my full range of vision) Steps to reproduce: 1) Zoom in all the way 2) Wait for rain/heavy rain to begin 3) Progressively zoom out 4) While zooming out, attempt to perform actions like strafing, moving around, or even performing actions like attacking. Expected Result: Player should not expect to see any drop in FPS or delay in actions being performed while rain is occurring. Actual Result: Player sees significant drop in FPS and delay in actions due to rain. Workarounds: Player can zoom in during rain to reduce the FPS drop. (But comes at a cost of vision) Other notes: Fog didn't seem to be a problem at all, including thick fog and darkness. I suspect it might have to do with rendering the rain puddles at such a large view distance, but my focus last night was on just playing, and not actually trying to debug.
  20. While there seems to be some kind of protection about it when each item give XP only once for installing and uninstalling it in a car, it seems that after you switch cars it is no longer the case and eventually you can go back to the original one again. Combine that with the fact that unlike other parts, light bulbs, radios and batteries can't lose any of the durability when installing and light bulbs are plentiful (you can disassemble radios, TVs or take them out from lamps or other cars – 4/each car), you can grind mechanic experience pretty easily. I know it's not yet time for balance and some skills are way easier to train than others, plus it doesn't give tremendous amount of XP given the time required for it to pull off, and you need more than 1 car at relatively safe splot, it seems there should be some more protection about exploiting it. Maybe make all these items slowly lose durability when (un)installing or stop gaining XP from it past level 1-2 of mechanics (or enforce keeping track of when the part is installed more, but I think this approach is overly complicated and keeping track of each item seems unnecessary data). I think sawing logs and some cooking recipes got a similar treatment before.
  21. When I start game with disabled music, I get low fps. If i turn on music, fps will double. (If game starts with music, and then you turn it off, fps still doubled) I showed it in the video: www.youtube.com/watch?v=PTH5Uaoaz_w
  22. Not sure if it happens only when vehicle is facing certain direction and if it happens for all items, but when I am uninstalling and installing light bulbs in a Van, when I stand in front of the open hood and select uninstall or install option for a light bulb, my character rotates 180 degree and rotates back. It takes some time, makes small noise and is generally annoying, as it should just un(install) the thing without rotating. EDIT: It seems it's not directly related to the car or position it's at, might be the position you started doing the work, as it doesn't happen all the time. It also sees that moving sometimes solves the issue.
  23. When you remove items from cars, the game doesn't check capacity, therefore allowing you to cross 50 inventory units mark.
  24. Tried it three times when the game loaded, before clicking with mouse: LOG : General, 1604184758343> ----------------------------------------- STACK TRACE ----------------------------------------- function: onKeyPressed -- file: ISEmoteRadialMenu.lua line # 216 ERROR: General, 1604184758343> ExceptionLogger.logException> Exception thrown java.lang.RuntimeException: attempted index: isReallyVisible of non-table: null at KahluaThread.tableget line:1690. ERROR: General, 1604184758343> DebugLogStream.printException> Stack trace: java.lang.RuntimeException: attempted index: isReallyVisible of non-table: null at se.krka.kahlua.vm.KahluaThread.tableget(KahluaThread.java:1690) at se.krka.kahlua.vm.KahluaThread.luaMainloop(KahluaThread.java:642) at se.krka.kahlua.vm.KahluaThread.call(KahluaThread.java:163) at se.krka.kahlua.vm.KahluaThread.pcall(KahluaThread.java:1981) at se.krka.kahlua.vm.KahluaThread.pcallvoid(KahluaThread.java:1813) at se.krka.kahlua.integration.LuaCaller.pcallvoid(LuaCaller.java:66) at se.krka.kahlua.integration.LuaCaller.protectedCallVoid(LuaCaller.java:139) at zombie.Lua.Event.trigger(Event.java:37) at zombie.Lua.LuaEventManager.triggerEvent(LuaEventManager.java:79) at zombie.input.GameKeyboard.update(GameKeyboard.java:89) at zombie.GameWindow.logic(GameWindow.java:226) at zombie.core.profiling.AbstractPerformanceProfileProbe.invokeAndMeasure(AbstractPerformanceProfileProbe.java:71) at zombie.GameWindow.frameStep(GameWindow.java:710) at zombie.GameWindow.run_ez(GameWindow.java:628) at zombie.GameWindow.mainThread(GameWindow.java:455) at java.lang.Thread.run(Thread.java:748) LOG : General, 1604184758344> ----------------------------------------- STACK TRACE ----------------------------------------- function: onKeyPressed -- file: ISEmoteRadialMenu.lua line # 216 LOG : General, 1604184759043> EXITDEBUG: ToggleEscapeMenu 1 LOG : General, 1604184759844> ------------------------------------------------------------- attempted index: isReallyVisible of non-table: null LOG : General, 1604184759844> ----------------------------------------- STACK TRACE ----------------------------------------- function: onKeyPressed -- file: ISEmoteRadialMenu.lua line # 216 ERROR: General, 1604184759844> ExceptionLogger.logException> Exception thrown java.lang.RuntimeException: attempted index: isReallyVisible of non-table: null at KahluaThread.tableget line:1690. ERROR: General, 1604184759844> DebugLogStream.printException> Stack trace: java.lang.RuntimeException: attempted index: isReallyVisible of non-table: null at se.krka.kahlua.vm.KahluaThread.tableget(KahluaThread.java:1690) at se.krka.kahlua.vm.KahluaThread.luaMainloop(KahluaThread.java:642) at se.krka.kahlua.vm.KahluaThread.call(KahluaThread.java:163) at se.krka.kahlua.vm.KahluaThread.pcall(KahluaThread.java:1981) at se.krka.kahlua.vm.KahluaThread.pcallvoid(KahluaThread.java:1813) at se.krka.kahlua.integration.LuaCaller.pcallvoid(LuaCaller.java:66) at se.krka.kahlua.integration.LuaCaller.protectedCallVoid(LuaCaller.java:139) at zombie.Lua.Event.trigger(Event.java:37) at zombie.Lua.LuaEventManager.triggerEvent(LuaEventManager.java:79) at zombie.input.GameKeyboard.update(GameKeyboard.java:89) at zombie.GameWindow.logic(GameWindow.java:226) at zombie.core.profiling.AbstractPerformanceProfileProbe.invokeAndMeasure(AbstractPerformanceProfileProbe.java:71) at zombie.GameWindow.frameStep(GameWindow.java:710) at zombie.GameWindow.run_ez(GameWindow.java:628) at zombie.GameWindow.mainThread(GameWindow.java:455) at java.lang.Thread.run(Thread.java:748) LOG : General, 1604184759845> ----------------------------------------- STACK TRACE ----------------------------------------- function: onKeyPressed -- file: ISEmoteRadialMenu.lua line # 216 LOG : General, 1604184760645> ------------------------------------------------------------- attempted index: isReallyVisible of non-table: null LOG : General, 1604184760645> ----------------------------------------- STACK TRACE ----------------------------------------- function: onKeyPressed -- file: ISEmoteRadialMenu.lua line # 216 ERROR: General, 1604184760645> ExceptionLogger.logException> Exception thrown java.lang.RuntimeException: attempted index: isReallyVisible of non-table: null at KahluaThread.tableget line:1690. ERROR: General, 1604184760645> DebugLogStream.printException> Stack trace: java.lang.RuntimeException: attempted index: isReallyVisible of non-table: null at se.krka.kahlua.vm.KahluaThread.tableget(KahluaThread.java:1690) at se.krka.kahlua.vm.KahluaThread.luaMainloop(KahluaThread.java:642) at se.krka.kahlua.vm.KahluaThread.call(KahluaThread.java:163) at se.krka.kahlua.vm.KahluaThread.pcall(KahluaThread.java:1981) at se.krka.kahlua.vm.KahluaThread.pcallvoid(KahluaThread.java:1813) at se.krka.kahlua.integration.LuaCaller.pcallvoid(LuaCaller.java:66) at se.krka.kahlua.integration.LuaCaller.protectedCallVoid(LuaCaller.java:139) at zombie.Lua.Event.trigger(Event.java:37) at zombie.Lua.LuaEventManager.triggerEvent(LuaEventManager.java:79) at zombie.input.GameKeyboard.update(GameKeyboard.java:89) at zombie.GameWindow.logic(GameWindow.java:226) at zombie.core.profiling.AbstractPerformanceProfileProbe.invokeAndMeasure(AbstractPerformanceProfileProbe.java:71) at zombie.GameWindow.frameStep(GameWindow.java:710) at zombie.GameWindow.run_ez(GameWindow.java:628) at zombie.GameWindow.mainThread(GameWindow.java:455) at java.lang.Thread.run(Thread.java:748) LOG : General, 1604184760646> ----------------------------------------- STACK TRACE ----------------------------------------- function: onKeyPressed -- file: ISEmoteRadialMenu.lua line # 216
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