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Found 12 results

  1. Infinite trees engulf half of the map. The bug manifests with a straight line of trees near Riverside that never ends. It could be a corruption of the map due to some mod, but it could also be just a vanilla malfunction. Images below (link) 1. https://drive.google.com/file/d/11_6aQlyZEAJHl-1trz1Lcmf72nWFCYkv/view?usp=sharing 2. https://drive.google.com/file/d/1s8PgDtb5BJDCEvFuVvle9S01EfB52NWi/view?usp=sharing
  2. A wall from the roof is displayed inside, blocking player's view: (can't even see my character...) Here: https://map.projectzomboid.com/#12106x2007x5852 Same problem here: https://map.projectzomboid.com/#12106x2007x5852 can't see anything behind those huge tanks
  3. 41.78.16, Singleplayer, Vanilla, New save While stress from cigarettes is barely above Anxious, each zombie kill causes the moodle to disappear and pop up again. Smoker should not be able to reduce stress from kills (unless above the cap from cigarettes?), so it won't lead to this visual noise.
  4. According to ClimateManager, precipitationIntensity is used both for snow and rain, which makes sense. This forageSystem function will return "isRaining" during snow, because it tests for any precipitation. I have not 100% confirmed it, but figured it was worth mentioning. function forageSystem.getWeatherType() if getClimateManager():getPrecipitationIntensity() > 0 then return "isRaining"; end; if getPuddlesManager():getPuddlesSize() > 0.1 then return "hasRained"; end; if getClimateManager():getSnowStrength() > 0 then return "isSnowing"; end; return "isNormal"; end public float getPrecipitationIntensity() { return this.precipitationIntensity.finalValue; } public boolean isRaining() { return this.getPrecipitationIntensity() > 0.0f && !this.getPrecipitationIsSnow(); } public float getRainIntensity() { return this.isRaining() ? this.getPrecipitationIntensity() : 0.0f; } public boolean isSnowing() { return this.getPrecipitationIntensity() > 0.0f && this.getPrecipitationIsSnow(); } public float getSnowIntensity() { return this.isSnowing() ? this.getPrecipitationIntensity() : 0.0f; }
  5. Introducing My Ears Are Covered Mod for Project Zomboid, a mod that adjusts the sound effects in the game when your ears are covered, providing a more immersive and realistic gaming experience. Now, ear muffs and other hats that cover ears really muffle the sound, enhancing the gameplay and depth in both single and multiplayer modes. Here are some features of the mod: Adjusts sound effects when your ears are covered, making the game more realistic and immersive. Compatible with Shark's Law Enforcement Overhaul, Shark's (and Peach's) Military Uniform Improvements, Authentic Z, and Paw Low Loot (41.50) + PATCH. Enhances gameplay and depth in both single and multiplayer modes. If you are using any of the mods listed above, the My Ears Are Covered Mod is a perfect addition to your gaming experience. Get ready to dive into a more immersive and challenging gameplay experience with this mod. Steam Workshop Link
  6. RockyX

    Sanity

    Greetings, survivors! We are excited to introduce the Project Zomboid Sanity Mod, a realistic and immersive addition that factors in your character's mental health during survival. With mechanics like fatigue, hunger, and stress affecting sanity, this mod enhances gameplay and depth in both single and multiplayer modes. MECHANICS: Fatigue, Hunger, Thirst, StressFromNotSmoking, and Unhappiness (Also Smell if using Excrementum Mod) affect Sanity. Wetness, Panic, Pain, Boredom, Stress, and Health work as multipliers for Sanity change. For example, if your character is extremely hungry and stressed out, they will lose sanity faster. Once your character loses enough sanity, they will start mumbling and performing self-harm. Mumbling is server-sided and can be seen by other players and heard by zombies. ADDITIONAL FEATURES: Settings for this mod can be adjusted in the sandbox. The mod adds a new item called Xanax (which does not increase sanity yet) and new traits. Optional setting for nightmares and new ambiences. WORKS WELL WITH: Excrementum - now when you sh*t yourself, it actually affects your sanity. INCOMPATIBLE WITH: Danger Moodles (Insanity) MoodleSanity Steam Workshop Link
  7. There's a spelling mistake in the Moveables_EN.txt for the key "Scrapable_object". The current entry reads "Disassemblable Object" but should be "Disassemble Object". The error is most often visible to the me when disassembling toilet stalls.
  8. • 41.78.16 • Singleplayer/Multiplayer. • Host. • No. • Still occurs on new save • Reproduction steps: 1. Start game in Apocalypse mode. 2. Attack a zombie with downward kick (Left ALT by Default) in a fighting stance. 3. Moving during the hit, the zombie falls instantly. I think this bug is serious and it breaks the game. Fix it as soon as possible. logs.zip
  9. Can confirm: [Single Player] [Reproducible] [version 41.78.16] I can hear the Discord app "mute self" sound effect in the Project Zomboid thunderstorm sound effect. The first time I heard this a few minutes ago, while I was playing, I thought I muted my Discord app, but then I realized it was not open on my computer. So I ruled out user error. I placed my character outside and performed no input to my computer and continued to hear the discord mute sound during the thunderstorm. I googled "project zomboid discord mute" and saw another report from July 2022 with no real resolution, and no proof. Here is a YT video (not mine) of 1 hour of the Project Zomboid thunderstorm sound effect. The sound effect error I heard in my game, that the July 2022 post user also heard, is also present in this video. I have the video time stamped at 00:00:15 seconds and the 'discord mute sound' can be heard during the first half of second 00:00:18. In my headset, it can be heard in my right ear and it is "under"/quieter than the thunder. It can be heard again at 00:02:36 and I assume every interval of 141 seconds after (per the video, at least. I don't know if PZ's thunderstorm loop is naturally 141 seconds or if the author of the video has decided to loop it as such.) 00:04:53 and beyond. For reference, this is a YT clip of "discord mute" sound effect: https://www.youtube.com/watch?v=xNNRQpP18dg&ab_channel=ElRaio_YT While not a game-breaking bug, it destroys immersion briefly, though, repeatedly. logs.zip
  10. Version 41.78 Singleplayer, multiplayer unconfirmed No mods Occurs on new save How to duplicate: Build any player made wall, then build a walkway on top of that wall. With the zombie population map (ZPM) zoomed in to see pathing obstacles, you'll notice that building a player made floor on top of the player made walls, it will cause them to randomnly lose their obstacle status on the ZPM (Essentially building catwalks on perimeter walls). Double building floors above player made walls will always duplicate this issue (building a floor on an already existing floor above a player made wall). Verified that this will allow the director to spawn zombies into that area (or allow the pathing check through the gap), as if it's not walled off. Currently unverified on dedicated/hosted servers, ZPM doesn't seem to show the same level of detail, no obstacles, can't force respwans (may be user error). Found temporary workarounds for solo players: 1. Building a floor underneath the walkway resets it. 2. Placing items that act as barriers underneath it resets it. 3. Moving the player chunk away from walkway, then returning, putting it back in the player chunk resets it. While away, though, zombies can still be spawned inside, or migrate inside. 4. If solo, reloading game resets it. Small issue, but thought it was worth reporting
  11. Version : 41.78.16 (Steam) Player Mode : Singleplayer and MP. Host Or Dedicated : N/A Mods : More map icons (in the screenshots taken.) (Replicated w/o mods.) Reproduction Steps : Location(s) : Multiple areas in Louisville. Problem : Several roads in the Louisville area are not indicated on the map in partiality or entirety. *The roads I indicated are somewhat aggressive in some cases as some start as alleyways but turn into parking lots.
  12. Formatting such as [col=255,255,255] or *255,255,255* doesn't work over radios, either in overhead messages or in the chat log. The cause of this is twofold. For the chat log, this appears to be because SayChat.getMessageTextWithPrefix calls ChatUtility.parseStringForChatLog, while RadioChat does not. Notably, this also affects vanilla radio broadcasts, for example ones that use music. For the overhead messages, it appears to be because RadioChat.showInSpeechBubble doesn't call ChatUtility.parseStringForChatBubble, whereas RangeBasedChat.showInSpeechBubble does. (This is because RadioChat overrides it and doesn't call super, but I'm not entirely sure why the override exists.) Frequency doesn't show up properly, as -0.1-MHz. You can test it by listening to the AEBS. This is probably because radioChannel defaults to -1, and setRadioChannel isn't called in Radio.AddDeviceText. Even worse, the override that takes a string argument doesn't create a chat message, meaning it cannot be called there, at least not without changing the surrounding code. Frequency now shows up properly, at least. Also, stationary/placed radio messages don't show up in chat, even if they're from players. Combined with the quick message fade, this makes it almost impossible to use for multiplayer communication. Finally, handheld radios will automatically turn off if not held in your hand, which makes clipping a walkie-talkie to your belt useless. This makes even handheld radios useless in multiplayer.
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