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Found 8 results

  1. I've been enjoying the new Build 41 beta recently and while generally having a lot of fun, i found a rather annoying, albeit minor, issue. When i try painting a wall with a brush and a paint bucket, the game just pops out the good ol red box with a number and doesn't do anything. I tried different paints, manually assigning the brush and the paint bucket to their respective hands, reloading the game and nothing changed. The fact that drawing symbols works fine makes it even more annoying. I can provide the log messages if needed. Pls fix i need those walls blue
  2. At first I rebooted and my live character disappeared with all the loot, I appeared as if I had started a new game. Then later in the same conservation he equipped the car with loot, went away to look for fuel, returned and someone stole it !!! (well, or she just disappeared, because I did not find any traces of the wheels) Please, add a report bug button in the game! console.txt logs.zip
  3. Hey, nice update. You made a lot of work and I'm glad to see results. But to sadly see unused cool posibilites. You made cool "pan camera" option, and course player now very slowly rotate, please make player rotate with "pan" button, but not only "rmb" I wanna rotate when I'm sneaky without standing straight. Thanks!
  4. Hello there! I recentlly change my project zomboid to the IWBUM beta, but when I hit de PLAY button the game crashes and send me this: # A fatal error has been detected by the Java Runtime Environment: # # EXCEPTION_ACCESS_VIOLATION (0xc0000005) at pc=0x00000000614ca236, pid=6332, tid=0x0000000000000784 # # JRE version: Java(TM) SE Runtime Environment (8.0_121-b13) (build 1.8.0_121-b13) # Java VM: Java HotSpot(TM) 64-Bit Server VM (25.121-b13 mixed mode windows-amd64 compressed oops) # Problematic frame: # C [ig7icd64.dll+0x26a236] # # Failed to write core dump. Minidumps are not enabled by default on client versions of Windows # # If you would like to submit a bug report, please visit: # http://bugreport.java.com/bugreport/crash.jsp # The crash happened outside the Java Virtual Machine in native code. # See problematic frame for where to report the bug. So, my question is... is the game or my PC? and, what can I do to solve this?
  5. A the title says, here's my suggestion towards the Dev's for another type of large vehicle that I for one would love to see in the game. I saw in some threads the mention and occasionally pictures of buses and other transport vehicles. Since there's already kindergartens and schools in Mouldraugh and WestPoint (probably someplace else also I don't quite remember) and on custom maps I would love to first of all, see School Buses like this one, which let's say, can hold up to 12 people or such in total. Now, the vehicle won't be op. It drives slower but has a large fuel capacity, it's harder to steer it at higher speeds and turning in general is a challenge just like in real life, also it's more durable but replacements parts and such are harder to come by (ex: only found on trucks and mechanic shops). Same things apply to the Prison Bus. As for the Prison Bus, being reinforced to stand up to more damage will mean that the consumption of fuel might be a bit higher but overall it will offer more protection for the player/s. Also, inmate zombies with a matching Bus ? WOOP WOOP! Now, moving on to the Trucks section. We already have the UPS type trucks and the mail delivery trucks in the game, but they are just for small deliveries. While I know large vehicles might be a problem in PZ, I think that they should be added since cars are becoming more and more diverse. Cars like security trucks, dump trucks, garbage collecting trucks and transport should be something worth of finding. Large fuel capacity, large consumption, hard to turn but with good speed and durability. Not to mention that they are loud and they'll attract zeds worse, if not the same as a bus would. I'm not sure if adding trailers to it would be a thing but I would surely love to see that. A box truck (furniture moving, delivery truck etc. Knox Telecommunication Utility Vehicle.
  6. This server has been renamed and moved to: http://theindiestone.com/forums/index.php/topic/13581-pvp247us-deadpixel-pz-deadpixelcom/
  7. Banjo

    Banjo's Mods

    Sorry, folks! I got delayed by "real life" for a few weeks, but am now back to post my mods as intended. Yay? In an attempt to ensure that my time-sapping "mapping research" project last month wasn't totally in vain, I'm starting my mod posting with my "alternate start" mods... ---------- 1. START MEGA-LIST Mod type: alternate start / modder's resource Starts the player randomly in one of the many interesting locations scattered all over the entire map. This is less of a playable mod and more of a fun-to-mess-around-with one, or a basis for your own mods/coordinate research. Most locations are commercial ones (shops, warehouses, etc.) Included in the file is an Excel spreadsheet with my mapping research data so far (it will also auto-generate spawn code from co-ordinates when entered in the correct columns). Got a favorite map spot or somewhere cool you've found and want to start at? Post/PM me the co-ordinates and I'll update the mod to include it! DOWNLOAD (Apologies to those I promised this weeks ago! Hope it comes in handy!) ---------- 2. START AT DIXIE MOBILE PARK Mod type: alternate start Starts the player somewhere in Dixie Mobile Park, south-east of Muldraugh. For more zombies, play in Sandbox mode with Zombie Distribution set to 'Uniform'. DOWNLOAD (I love this location!) ---------- 3. START AT FARMVILLE Mod type: alternate start Starts the player somewhere in the farming community to the distant northwest of Muldraugh. For more zombies, play in Sandbox mode with Zombie Distribution set to 'Uniform'. DOWNLOAD (Hey, devs... how about placing a small shop or two in that "farmville" map region?) ---------- Also currently in progress: Mod that determines your start location based on your profession (with several random choices for each profession, and supporting popular custom profession mods like Xmod, Action Hero and my own WIP profession mod).---------- Install Notes: Being fairly OCD about mod organization, I always include easy uninstallers, but they will only work if you use my default mod install path ("mods" in the Steam/game subfolder). NOTE: ALL MY MODS UNLESS STATED ARE FOR THE STEAM "BETA" TEST VERSION ( SOME MAY NOT WORK WITH THE VERY RECENT "INTERIM" x64 STEAM TEST BUILDS OR EARLIER (NON-STEAM) BUILDS. I hope to eventually update for compatibility with the interim build, but due to instability and what appears to be a lot of code-breaking differences (or bugs, but I'm leaning towards the former) I just don't have time to figure out what I need to change right now. ---------- I'll update this first post with new mods as I get them updated and playable. My professions one and my "fixes" are next...
  8. Hello ! We are a pair of newbie game makers in need of feedback on our half-baked game. After prototyping a lot, we settled for a combination of puzzler, platformer / maze, shoot-em-up and sci-fi adventure. Gameplay is much about interacting with blocks: Some can be moved, some are easily destroyed, some gets destroyed only by laser, some can be toggled on and off, and some sits in the background until you "create" them. There are spikes, acidic liquids and blocks that emit beams which bounces against 45 degree angles. Besides the different blocks, there are keys, locks, crystals, spheres and hearts for health. And there are buttons in the level for shooting laser and bombs at various enemies and blocks. At first sight, this might seem a bit messy with many ingredients, but we hope that this mix of problem-solving and action is entertaining and challenging. The game will be released for PC/Mac/iOS but is in beta stage now, with a three-level, playable demo ready. Feedback and funding is what's missing now, so we are grateful for any comments on gameplay or anything! There's a video at our webpage presenting story and gameplay: http://pollopuzzler.com
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