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  1. It seems that the industry_01_29 and industry_01_30 tiles doesn't hide automatically when you are on the bottom ground and they are up – it can be seen in north Muldraugh warehouse: https://map.projectzomboid.com/#10615x9311 (these are the "lines" that are visible from the ground level even om the PZ map).
  2. Currently, Flame Trap does not use its own tile: when placed on ground, it instead uses Pipe Bomb tile. Similarly, Smoke Bomb is always facing one side, despite having 4 different angles in tile files, which makes the tile unnecessary bland as it's now showing the detail: .
  3. This has happened to me I think 4 or 5 times so far in 41.50. After knocking down a Zed and going in for a head stomp, the character gets stuck in a stomping animation loop. The actual stomp motion is ineffective, but the Zed is still pinned down. If I move away from the Zed it can get up, but the animation continues and I can't do anything else except Pop 'n Lock. The only fix is to quit the game and log back in, then move very quickly because the Zed will be upright again (even if standing on it when I log out) and right next to me or possibly behind me. No bites yet, but a couple of scratches sustained.
  4. Just encountered an unkillable/untargetable zombie after loading my save in riverside. Playing on Builder mode. Character would just swing bat through zombie without making any contact. However, zombie was able to bite/lacerate me.
  5. 2-3 days ago, i had problems with starting a session because the game was crashing when it started. Yesterday i created 2 new save, and i survived 9 days on avarage. The game doesnt crash when you dont spawn on populated/dense areas. I was told that the game system requirements increased on the build 41, i tried to create save on a mid range computer, it handled better, but was still crashing and having micro freezes on start. Im hoping that ongoing optimisation updates will fix the micro freeze and crash problems on start.
  6. Currently these tiles are not solid, are not containers and are missing translations – thse can be found in a new Muldraugh building here: https://map.projectzomboid.com/#10611x9904 These are these tiles: EDIT: these are location_restaurant_bar_01_64, location_restaurant_bar_01_65 and location_restaurant_bar_01_66
  7. I reported a similar issue in Muldraugh before, but it seems there's a similar house in Riverside here: https://map.projectzomboid.com/#6269x5354 Also see https://theindiestone.com/forums/index.php?/topic/33703-poorly-crafted-table-name-is-used-for-two-different-furnitures/
  8. I originally reported it as issue on ProjectZomboidTranslations GitHub issue tracker here but posting here for visibility. Currently Both (1-tile) crafted Small Table as well as Table with Drawer use the same string for carpentry level 0-3 (and level 0-3 only; other levels are fine) – currently "Poorly Crafted Table" as of 41.50 - one of them should be named "Poorly Crafted Table with Drawer" instead, but they can't be translated separately.
  9. Sand Bag Road Block (the ones that stand at road on the end of map) – fencing_01_96 – are currently non-solid, meaning both you and cars can go through it. There's a similar story with regular barricades BTW https://pzwiki.net/wiki/Furniture#Road_Barricades
  10. It seems that player-built Composters are not Thumpable class, meaning they are ignored by Zombies. Being surrounded by them makes zombie unable to see you at all, even if you can attack them with ranged weapons or kill them with melee when they are close enough. They react to sound (so more came from neighbour), they attack windows and doors but ignore player totally.
  11. On the Factory here https://map.projectzomboid.com/#5614x5908, I noticed that cutaways result in a part of crates getting a weird cutaway issue:
  12. It seems like a minor annoyance, but so far it seems that when on debug mode, there's one pixel line missing on debug window – oddly, the bug appears only under Linux (and maybe Mac), as I didn't see it on screenshots from Windows.
  13. Game constantly crashes whenever i create/load a session. The options that has effect on the system usage are as low as they can be. Im running the game on 32bit version, as it is worse in 64bit. You can find the dxdiag on the attached files. The game was working fine before the build 41, no mods are installed. Windows 10 Pro Intel Core i3 5005U 2.0GHz, 2 cores. x64 based processor Intel HD Graphics(R) 5500, 512mb VRAM 4GB RAM System type: 64-bit Bios and all other drivers are updated. Note: If theres more files need to be attached, please specify the file needed. DxDiag.txt options.ini console.txt
  14. Pe6yc

    Fishing

    1) "Fishing Abundance" bar does not show propper value (refreshes after 1st fishing attempt) 2) Character freezes after successful fishing attempt that makes you carry more than 50 weight 3) Bait and container switch randomly.
  15. Pe6yc

    Lamps

    Unable to remove battery connector from any lamp
  16. Pe6yc

    Vehicles

    1) Either having different level of mechanics changes "Wheel Friction" of a tire after reinstalling it, or "Wheel Friction" value resets after restarting the game. 2) Cruise control speed value also resets to 0 after restart.
  17. Not sure which tiles are these, but they shouldn't be visible through walls: https://map.projectzomboid.com/#10971x9436 (level 1) https://map.projectzomboid.com/#11019x9423 (somewhere in Muldraugh too, but forgot to note the location for this one, but there are more in Muldraugh such as https://map.projectzomboid.com/#10853x9849 so it's the issue with that tile not getting fully transparent/invisible)
  18. It seems that accidentially there's some missing tiles in one location outside of the main maps, near the road from Rosewood (near farms). On Project Zomboid Map Project they appear as black, but in game they were replaced by wood. It's a nice "easter egg", but I guess it wasn't planned one https://map.projectzomboid.com/?#7334x11141
  19. This seemed the most appropriate forum because the behavior feels unintended. So the furniture "glass display counter" has a couple of varieties: the jewelry counters and the gun counters. The issue I seem to have is that once the "glass display counter" of the gun store variety is moved, it either 1) defaults over to the jewelry counter type or 2) having a mix of these counters in your inventory or in item form makes them forget their type. In my current game, I had taken the "glass display counters" from the farming and rural supply store here. It's hard to tell behind the wall, but I assumed they were the gun type. After picking up the furniture and placing it back at my base, they were the jewelry type. But I do know for sure the counters here are the gun variety, they are out in the open and items placed and removed from them show the gun display. I even picked up and placed the counters in the store as a test of this, within that gun shop the counter worked and placing it displayed gun interiors. Bringing it back to the Riverside gas station, I place the counters and have what is pictured above, the jewelry variety. Is this based off of the building type the counters are located in, or the counter variety is lost, something to do with the names being the same? Either way I was hoping to have some gun displays in my base, but once I bring them home I only have jewelry counters. If there's anything I can do to help clarify let me know. Thanks!
  20. Because I don't trust tags, this occurred on the IWBUMS version of PZ. -- This has happened twice to me so far, where a zombie would attack my character and either my clothing would take the hit and it wouldn't break through or the character would dodge, thus receiving no injury or damage whatsoever, and then a short while later (due to my setting the zombification speed to 0-12 hours) I would develop symptoms and die, despite never receiving an injury or taking damage. This has also happened in a run (which happens to be the most recent one before this post) where I was very careful and thus was only 'hit' once, and the hit was dodged. Shortly, death and zombification then occurred. This is what leads me to believe that the zombie infection is passing to my character despite not directly taking hits such as Scratches, Lacerations, or Bites. I was using the Injured neg. trait in both of these runs, and in the one that I only dodged an attack and proceeded to die, I only lasted around 13-14 hours, so I do not know directly if this is related to Injured or not. Edit- After some marginal testing (2-3 successful attempts, 5-6 total new games started) it appears that the Injured trait (which is added by a mod, my bad on that) has no affect on this and is working properly. However, it does appear that this is an issue native to Build 41.50 as of this edit, as even though clothing items such as a Leather Jacket or Hoodie take the hit, the infection is still transferred and subsequent moodles appear (and due to an HP bar mod I can see my health immediately start that tell-tale slow decline, especially with sped up zombification time), and the character of course dies. Based off what little testing I did, it does seem that the percentage chance of the infection is still relative to the type of injury that would have been sustained, as a zed getting a passing hit in that would have left a scratch doesn't infect the same as a good chomp that would have resulted in a bite or laceration, but I can't see what injury should have been sustained so this is largely an educated guess.
  21. While most of the loot issues seems to be fixed, there's still one where Cash Register on Muldraugh shop receives regular loot instead of money here: https://map.projectzomboid.com/#10838x9539
  22. It seems there are a lot of issues with the new cutaway and the 1x tiles. This is not as apparent with 2x tiles.
  23. I know that weight system is up for rebalancing/rework later on and that "weight" in-game is the combination of volume and heaviness of the item, but since firearm weight depends on magazine weight, bullet weight and mods and batteries no longer are as heavy as before, shouldn't radios and flashlight/torch weight less when batteries (and headphones/earbuds for radios are) are out?
  24. This car that I stripped for parts was in the parking spot when I was working on it, as you can see by all the broken parts I've left behind. One time I came back and noticed it was halfway up the sidewalk area, and now it's over a full car length west. I've not pushed it or towed it, and it's done all this without tires. It's been maybe 24 hours since I took it apart, so it's drifted that far in quit a short amount of time.
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