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Found 4 results

  1. When I start a game or load a saved game multiple times, without quitting to desktop, quitting the current game takes more and more time to perform each time, until the game becomes completely unresponsive. The problem is present on vanilla even without any mod loaded. The computer I'm using has 32GB of RAM and it's far from being full when the problem happens. I usually start to feel the lag after approximately 10 games loaded or started, and the freeze usually happen after I start or load a few more games. The error I get in console.txt is: Exception thrown java.lang.OutOfMemoryError: Java heap space at HeapByteBuffer.<init> Here's the stack trace when this is happening: LOG : General , 1637028655102> EXITDEBUG: Core.quit 1 LOG : General , 1637028655103> EXITDEBUG: Core.quit 2 LOG : General , 1637028655103> EXITDEBUG: onMenuItemMouseDownMainMenu 3 LOG : General , 1637028655103> EXITDEBUG: IngameState.updateInternal 1 LOG : General , 1637028655103> EXITDEBUG: IngameState.updateInternal 2 LOG : General , 1637028655305> reanimate: saved 0 zombies LOG : General , 1637028655311> Saving GlobalModData ERROR: General , 1637028658210> ExceptionLogger.logException> Exception thrown java.lang.OutOfMemoryError: Java heap space at HeapByteBuffer.<init>. ERROR: General , 1637028658211> DebugLogStream.printException> Stack trace: java.lang.OutOfMemoryError: Java heap space at java.base/java.nio.HeapByteBuffer.<init>(Unknown Source) at java.base/java.nio.ByteBuffer.allocate(Unknown Source) at zombie.world.moddata.GlobalModData.save(GlobalModData.java:252) at zombie.GameWindow.save(GameWindow.java:1281) at zombie.gameStates.IngameState.updateInternal(IngameState.java:1420) at zombie.gameStates.IngameState.update(IngameState.java:1356) at zombie.gameStates.GameStateMachine.update(GameStateMachine.java:101) at zombie.GameWindow.logic(GameWindow.java:285) at zombie.GameWindow$$Lambda$202/0x0000000800cfcc90.run(Unknown Source) at zombie.core.profiling.AbstractPerformanceProfileProbe.invokeAndMeasure(AbstractPerformanceProfileProbe.java:71) at zombie.GameWindow.frameStep(GameWindow.java:726) at zombie.GameWindow.run_ez(GameWindow.java:642) at zombie.GameWindow.mainThread(GameWindow.java:471) at zombie.GameWindow$$Lambda$77/0x0000000800ac5818.run(Unknown Source) at java.base/java.lang.Thread.run(Unknown Source) LOG : General , 1637028658211> EXITDEBUG: IngameState.updateInternal 3 LOG : General , 1637028658213> removing all player data LOG : General , 1637028658213> - player: 0 LOG : General , 1637028658213> removing player inventory LOG : General , 1637028658214> removing buttonprompts LOG : General , 1637028658214> removing loot inventory console.txt.zip
  2. When an IsoWindow is oriented either East or South, the property Facing of the window indicates a wrong value, respectively West and North. For example, given an IsoWindow that is oriented East, the following code would print W in the console instead of E: print(isoWindow:getProperties():Val("Facing")) When the IsoWindow objects are oriented either North or West, then we get the proper values, respectively N and W Here's the code I'm using to print the values in the console: function onFillWorldObjectContextMenu(player, context, worldobjects, test) for _, object in ipairs(worldobjects) do if instanceof(object, 'IsoWindow') then local orientation = object:getProperties():Val('Facing') print('DEBUG: Window facing ' .. orientation) end end end Events.OnFillWorldObjectContextMenu.Add(onFillWorldObjectContextMenu) Note: I had to crop the screenshots to fit the 4MB upload limit, but I can provide the full version if needed, just ask.
  3. If you grab a corpse and put it in your bag, when you right-click on a ground tile, you don't have the option to drop the corpse, even if you unpack the corpse from your bag. Once you put the corpse in your bag, whether you unpack the corpse or not, if you right click the corpse in player/bag inventory, you have a menu entry "Grab Corpse" which shouldn't be there. If you click the "Grab Corpse" entry in this context and the corpse was inside the bag, it will just unpack the corpse (which is redundant with the "Unpack" menu entry). If you click the "Grab Corpse" entry when the corpse was in player inventory, you end up with this message in console.txt: LOG : General , 1636999305220> bugged action, cleared queue zombie.characters.CharacterTimedActions.LuaTimedActionNew@4a3479b1
  4. Can anyone create a mod with a visible holster to make it look decent and have multiple colors to choose from?
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