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Found 4 results

  1. Hi, The following error / bug is on a server that has been running the same map for a few months now (since 41.71 stable was released), with no mods. Today, I run "quit" to stop the server, in order to make a proper full backup of it. Without changing anything at all, when I start the server back up, it gets stuck initializing, completely stuck on a endless loop. 2022-08-09 13:20:05,075 |chat| INFO : Faction chat '#####' created 2022-08-09 13:20:05,141 |Log| INFO : loading 19471 zones from map_zone.bin 2022-08-09 13:20:05,460 |Log| INFO : Max #ZONES on one chunk is 19 2022-08-09 13:20:06,303 |Log| INFO : InventoryItem.loadItem() data length not matching, resetting buffer position to '1136780'. itemtype: Base.LightBulbCyan 2022-08-09 13:20:06,303 |Log| INFO : InventoryItem.loadItem() data length not matching, resetting buffer position to '1136780'. itemtype: Base.LightBulbCyan 2022-08-09 13:20:06,303 |Log| INFO : InventoryItem.loadItem() data length not matching, resetting buffer position to '1136780'. itemtype: Base.LightBulbCyan 2022-08-09 13:20:06,303 |Log| INFO : InventoryItem.loadItem() data length not matching, resetting buffer position to '1136780'. itemtype: Base.LightBulbCyan 2022-08-09 13:20:06,303 |Log| INFO : InventoryItem.loadItem() data length not matching, resetting buffer position to '1136780'. itemtype: Base.LightBulbCyan 2022-08-09 13:20:06,303 |Log| INFO : InventoryItem.loadItem() data length not matching, resetting buffer position to '1136780'. itemtype: Base.LightBulbCyan The error "InventoryItem.loadItem() data length not matching, resetting buffer position to '1136780'. itemtype: Base.LightBulbCyan" will keep spamming, at around 3 thousand entries a second and will never stop. I waited for 15 mins, which shows that its clearly stuck in some sort of code bug which causes a infinite loop. Being more specific, the server printed 4.3 Million log entries with this error only in 20 mins. Will test this on 41.73 or might even just give up on the map, but thought of reporting. EDIT: Confirmed, issue persists on 41.73...
  2. 41.73, I'm a host (i.e. ping 11-22). A place with many vehicles and items around. Was there for a long time. Many vehicles were invisible. The car appears to become visible when something on the client collides with it. At high speed, this can lead to sad consequences. Steps to reproduce: play until it happens. It's a kind of random, so there is no actual steps to repriduce. I think it's reltaed with packet loss or packet order. As I said, I'm a host, so pack loss should be zero, so it may be like "rejection of the net packet" which essentially means packet loss.
  3. This mod lets you disassemble guns into parts which can be repaired or replaced. This replaces the built-in "Repair" menu on supported guns. For more info: Workshop: https://steamcommunity.com/sharedfiles/filedetails/?id=2847408431 Github: https://github.com/coavins/zomboid-coavins-firearms Inspect gun: Disassemble gun: Fully stripped down: Repair parts: Put it back together:
  4. 41.73 • Singleplayer • No Mod • New Save • General Use of Firearms • 41.73 Not completely sure if it's a bug or a feature. Going off of 41.73 patch notes on Firearms crit chance fix and how they worked in 41.72 Tested in debug using combat logging in command console while using firearms. Firearms edited to 0 damage to test crit chance (so I don't have to constantly spawn a new zed). Non-edited weapons used for damage testing. Done in sandbox with minimal adjusting of base settings (no erosion, no population peak day). Crit chance applied according to range from target. Increased crit chance at close range, falls off to a floor of 10% approaching max range of weapons. Essentially the inverse of how they worked in 41.72. Like I said, not sure if intentional, but the way the patch was noted, I'm unsure if the intention was to make crit for firearms constant, or if how they work now is as intended. Additionaly: Attachments affecting range do not affect crit chance floor distance. M14 max AIM reaches 10% crit floor at ~21 tiles, even with an 8x scope. Damage applied SEEMS to work similarly, with doing an average amount less at close range, and doing more at long range. Long range damage seems to have diminishing returns though. Adding a 8x scope will not drastically increase damage output.
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