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  1. Hello and Welcome! Here you will find a concise and comprehensive guide and tutorial of making 3D models for Project Zomboid. Currently, this will mainly pertain to custom Clothing creation but may include weapon creation in the future. This will present how to create models from scratch with Blender and bringing them into the game. I would like to emphasize that with the right optimization, you can bring any model into Zomboid. Step 1) Installation and setup Step 2) Model creation Step 3) Skinned model or not? If not, Export your model and go onto the next step. Step 4) Creating the clothing item scripts Step 5) Testing your Model Step 6) Extra things to do with 3D models Regarding 3D Car models Thanks a ton to the people that taught and assisted me along the way to learn Blender for Zomboid - DETOX, Maxwell218, PawLow, and Shark!
  2. Hello everyone! My name is Veronica and I am big fan of Project Zomboid, I think it’s an amazing and unique game. English is my second language, so forgive my grammar But sometimes i think that it’s not enough content for female characters to fully express the way you want your character to look like. As far as I know Project Zomboid takes place in early 90-s, so I personally think that developers can add some more clothes for female characters, that would fit in and add to the vibe. I will pin some pictures of things I’m talking about and, maybe, it will will appear in game. I’m talking about 1) Button Cardigans. Very 90-s thing, looks elegant, yet not to much and would give such a nice vibe for the character. 2) Jeans skirt. We already have jeans shorts, but why no skirts? I think it’s very sustainable for the game and looks stylish. 3) Night gown. Its comfortable to sleep in. Also it’s more realistic to have those in game, because they were pretty popular in early 90s in general. 4) Fur Coat. I’m game we have only one option for winter time and it’s Warm Coat, and in my personal opinion it would add add opportunity to make your character look unique and still be able not to freeze. 5) Another type of a dress, except one we already have in game. Just a regular dress, but without sleeves. Again, juts to be able to make your character look more unique. That’s pretty much all I wanted to say, if you have some ideas about my topic I would love to hear them or any kind of reply/feedback. I’ve been thinking about those clothes in game a lot and would love to see it in future. And also, big thanks for the opportunity to speak up about my suggestions ❤️
  3. Hello to all who may read this. I have a very lengthy wishlist for this game as it has recently become my favorite game and almost most played game. I will do a TL;DR at the end for those who don’t wish to read it all. Here goes! 1: More clothing options Altough there is already a wide array of clothes in the base game, I think it would add to the immersion if there was even more such as but not limited to: trench/great coats such as the ones that were used all over the world by various militaries that add a small bit of scratch/bite defense but moreso keep you warm in the fall and early winter seasons. I know there are coats in the game that look similar to the ones I’m talking about but for the sake of roleplayers it would add such a nice touch to an outfit. One thing I think would be a really cool addition to the game is first of all, add more military style uniforms and fatigues in general but also to be able to find them randomly in houses and such. The larger array of uniforms and fatigues maybe would have the same stats as the ones already found in game but I’m thinking of people who like to roleplay and those people who like to collect and decorate their mannequins with them. Another thing i would like to see along those lines is insulated military boots such as the types that the brand Corcoran makes. There are military boots already, yes. However, something tactical to keep your survivors feet warm in the winter would be a very welcomed addition in my opinion. Last but not least, I would like to see a more diverse range of hats to choose from. More types of winter hats, more colors of baseball caps, military hats, the list goes on! 2. Shops and locations This part here will sort of tie in with my last section. I think 1 or 2 surplus stores here and there would be a really nice addition to the game and the loot you find could be some of the varieties of new and vanilla military fatigues. I don’t have a very large image of one, but one about as big as the gun store or a convenience store with clothing and boot racks scattered throughout, and somewhere in these store(s) is a knife container/display case. I also think a very good idea is to add fishing stores as well especially in Riverside, Louisville, and West Point where there could be a small chance to find some canned corn and carrots but also find some fishing gear and different bait types which would make it easier and harder to catch certain types of fish. 3. Weapons There are way more weapons than I ever imagined in this game. And i love them all dearly, however, some of the ones I have in mind might spice things up a bit. For starters, a viking style axe would be a very cool addition to all of our armories. It has high damage, average durability, but it’s extremely rare to find. Another weapon I would really like to see isn’t one that you can carry, but one you can actually mount on a vehicle. The weapons I personally have in mind, is something like the M240 or a Browning .50 Cal. It could be mounted in truck beds, but would reduce the carrying weight by 40-50% but could give you and potential friends a good edge in fighting hordes on loot runs. TL;DR I would like to see more winter and fall clothing, military fatigues and variations of them, a surplus store, a fishing store, different fishing bait types, maybe a viking axe, and vehicle mounted weapons.
  4. When a male character wears a mini skirt in combination with "sweater" type torso clothing, there occurs a graphic glitch which makes a small part of the mini skirt disappear. For female characters, the problem does not seem to occur. Moreover, other types of skirts seem to work fine (on male and female characters). The problem only seems to occur in the combination "male + mini skirt + sweater". The problem is visible in the character customisation screen as well as in game. To produce the bug, I played in sandbox with all clothing unlocked. (Otherwise, the mini skirt and sweater are not available during character customisation.) No mods enabled. Here is the precise way how I can produce the bug: 1. Enable "All clothing unlocked" in the sandbox menu. 2. When in the "Customise Character" screen, choose a male character and completely undress. 3. In the clothing section, equip your male character with mini skirt and a sweater clothing item. In the example screenshots below, I used a hoodie. 4. As you see in the screenshots, there will be a small section in the upper part of the mini skirt which is not displayed correctly. It simply disappears.
  5. With the introduction of the new temperature and clothing systems, the game really encourages players to change into more "light" or "casual" outfits when chilling around their safehouses. Currently, I find it a little bit cumbersome to carry around either 1) an extra set of clothes or 2) take off certain items and keep them in my backpack. So I suggest allowing players to save outfits at wardrobes or dressers, or maybe even in the character panel. Let players easily swap between outfits by automatically grabbing the clothing from nearby containers, similar to the way crafting works, and then stowing the clothing that was replaced. Other things that could be included in the loadouts could be belt/holster/back items, makeup, and hairstyle.
  6. The Police trooper T-shirt is missing the inspect option, so it is not able to be fixed if it gets damaged
  7. This is a very simple suggestion. As it currently is, bandanas have quite a messy way of wearing them (an issue that was resolved for hoodies and ponchos and fanny packs a while ago with the addition of the "wear" menu). Notice how Untie Bandana and Tie Bandana are seperate to wearing on your face. (TBH the wording of these is kinda confusing aswell) Here is the solution that has been implemented for hoodies, to clean up the clutter in the RMB menu. Just a simple proposition to apply the same "wear" menu to bandanas (and maybe reword the Unti Bandana and Tie Bandana menus, so that it's clearer that this is on your head instead of your face.) My apologies if this has been suggested before/is planned and i've missed it.
  8. 1. This shirt cannot be ripped into rags and blood is not displayed: Police Trooper T-Shirt - Base.Tshirt_PoliceBlue 2. Blood is not displayed: Police Trooper Hat - Base.Hat_Police 3. Blood is not displayed: Police Deputy Hat - Base.Hat_Police_Grey
  9. Hi. I decided to add a new type of clothing: a hard hat, jacket, and pants. Based on the standard ones: Jacket_Camo Green, Hat_Army, and Trousers_camogreen. Changed textures, drew new icons, and created the necessary files. Here is a list of files and what I wrote in them: Folder: \media\clothing\clothingItems Files: Jacket_CamoMP.xml, MP_Hat_Army.xml, Trousers_CamoMP.xml I changed two lines in each file. The path to the texture: <textureChoices>clothes\jacket\jacket_camomp</textureChoices> <textureChoices>clothes\jacket\jacket_camomp</textureChoices> <textureChoices>armyhelmetmp</textureChoices> and unique GUID for each subject (im use www.guidgenerator.com/online-guid-generator.aspx) <m_GUID>7fde9ae9-a876-46d2-ab46-24da3952c9f5</m_GUID>... and so on Folder: \media\clothing Files: clothing.xml In this file, I registered a new type of zombie spawn and specified the items that appear on it. Specified previously assigned Guids. Assigned a unique Guid to the zombie type. <m_FemaleOutfits> <m_Name>ArmyCamoMP</m_Name> <m_Guid>e9047c42-479b-4d28-975b-7dd1af366f79</m_Guid> <m_Top>false</m_Top> <m_Pants>false</m_Pants> <m_AllowPantsHue>false</m_AllowPantsHue> <m_AllowTopTint>false</m_AllowTopTint> <m_AllowTShirtDecal>false</m_AllowTShirtDecal> <m_items> <itemGUID>7fde9ae9-a876-46d2-ab46-24da3952c9f5</itemGUID> </m_items> <m_items> <itemGUID>5b7f2fb6-953c-4496-91df-0a6a1d0f2273</itemGUID> </m_items> <m_items> <itemGUID>edd70d8d-6f04-4a7b-9162-1f12ef96bb3b</itemGUID> </m_items> <m_items> <itemGUID>b81f298c-cf92-47bf-b854-649308ba17b0</itemGUID> </m_items> <m_items> <itemGUID>19504103-de6a-44bd-ac48-b9079ce0e355</itemGUID> </m_items> <m_items> <itemGUID>1aad0762-7886-4295-be32-448343be62aa</itemGUID> </m_items> <m_items> <itemGUID>1a437dbb-cee9-4013-8e8a-e158acf98b62</itemGUID> </m_items> <m_items> <itemGUID>2b0756ac-57f3-415e-bfed-24b28d1ca4d6</itemGUID> </m_items> <m_items> <itemGUID>fb86bd5f-1931-4b24-a5d7-bd6a43769991</itemGUID> </m_items> <m_items> <itemGUID>cbe793fe-97d9-4585-88e0-bc18be39d714</itemGUID> </m_items> <m_items> <itemGUID>227cb2d5-05a5-44ed-872d-ac4ca16e80bc</itemGUID> </m_items> </m_FemaleOutfits> Folder: media\lua\shared\NPCs Here I specified the probability of spawning a new type of zombie. WPIZombiesZoneDefinition = ZombiesZoneDefinition or {}; WPIZombiesZoneDefinition.Army = { ArmyCamoDesert = { name="ArmyCamoDesert", chance=20, }, ArmyCamoGreen = { name="ArmyCamoGreen", chance=30, }, ArmyCamoMP = { name="ArmyCamoMP", chance=30, }, } WPIZombiesZoneDefinition.SecretBase = { ArmyCamoDesert = { name="ArmyCamoDesert", chance=20, }, ArmyCamoGreen = { name="ArmyCamoGreen", chance=30, }, ArmyCamoMP = { name="ArmyCamoMP", chance=30, }, } -- total chance can be over 100% we don't care as we'll roll on the totalChance and not a 100 (unlike the specific outfits on top of this) WPIZombiesZoneDefinition.Default = ZombiesZoneDefinition.Default or {}; table.insert(WPIZombiesZoneDefinition.Default,{name = "ArmyCamoDesert", chance=3}); table.insert(WPIZombiesZoneDefinition.Default,{name = "ArmyCamoGreen", chance=5}); table.insert(WPIZombiesZoneDefinition.Default,{name = "ArmyCamoMP", chance=5}); Folder: media\lua\shared\Translate - spit Folder: media\scripts\clothing here I specified the item characteristics and icon name item Jacket_CamoMP { Type = Clothing, DisplayName = Military Police Camo Jacket, ClothingItem = Jacket_CamoMP, BodyLocation = Jacket, Icon = JacketCamoMP, BloodLocation = Jacket, RunSpeedModifier = 0.93, CombatSpeedModifier = 0.95, BiteDefense = 40, ScratchDefense = 60, NeckProtectionModifier = 0.5, Insulation = 0.5, WindResistance = 0.35, FabricType = Cotton, WaterResistance = 0.5, Weight = 2, } item Trousers_CamoMP { Type = Clothing, DisplayName = Military Police Camo Pants, ClothingItem = Trousers_CamoMP, BodyLocation = Pants, Icon = TrousersCamoMP, BloodLocation = Trousers, BiteDefense = 20, ScratchDefense =30, Insulation = 0.55, WindResistance = 0.4, WaterResistance = 0.50, FabricType = Cotton, } item MP_Hat_Army { Type = Clothing, DisplayName = Military Police Helmet, ClothingItem = MP_Hat_Army, BodyLocation = Hat, Icon = HelmetArmyMP, CanHaveHoles = false, BloodLocation = Head, BiteDefense = 100, ScratchDefense = 100, ChanceToFall = 10, Insulation = 0.3, WaterResistance = 0.3, } Folder: media\textures here are the icons and texture of the helmet: ArmyHelmet.png Item_HelmetArmyMP.png Item_JacketCamoMP.png Item_TrousersCamoMP.png Folder: media\textures\Clothes\Jacket Texture jacket: Jacket_CamoMP.png Folder: media\textures\Clothes\Trousers_Mesh Texture trousers: Trousers_CamoMP.png I know it's not exactly the right texture and path. camouflage pants are on a different path. I got them mixed up a bit. it doesn't matter now, because it's not just the pants that are the problem. and folder: \media File: FileGuidTable.xml here I re-registered the GUIDs of new items. <?xml version="1.0" encoding="utf-8"?> <fileGuidTable> <files> <path>media/clothing/clothingItems/MP_Hat_Army.xml</path> <guid>5b7f2fb6-953c-4496-91df-0a6a1d0f2273</guid> </files> <files> <path>media/clothing/clothingItems/Jacket_CamoMP.xml</path> <guid>7fde9ae9-a876-46d2-ab46-24da3952c9f5</guid> </files> <files> <path>media/clothing/clothingItems/Trousers_CamoMP.xml</path> <guid>edd70d8d-6f04-4a7b-9162-1f12ef96bb3b</guid> </files> </fileGuidTable> and now the crux of the problem. none of this helped. the desired type of zombie appears, but there are no three new items on it - only those that were originally in the game. what did I forget to do? maybe you will notice the mistake you made? maybe I forgot to add another file or made a mistake with the model? I don't work all three items: helmet, jacket and pants. please help me, I have been struggling with this problem for about a day and tried a lot of things. unfortunately, nothing helps. I know, activity on the forum is low and hints are rarely given. if you understand the essence of the issue-help, do a good deed.
  10. Some of my clothing items have issues due to holes/patches Where I can see the environment behind the article of clothing. Here are some example pics where you can see the white of the bed around the arm patch on this ranger jacket, and then the white is gone when I stand where the patch has the wall behind it. By the Bed and then one where you can see the shoulder patch showing the white of the bed behind it, while the rest of the patches have the very faint brown of the wood behind the character: The foreman vest with a hole, where the right side you can see through to the white of the bed. Add my holeless/patchless McCoy shirt underneath, can see through those same spots. And last one, with a full set of clothes on underneath by the bed, and then next to it:
  11. Hello there, I just return to my survival and lose my glasses temples. Is it just my game or everyone's else?
  12. Hi Folks, I looked through the bug tracker and haven't seen this one mentioned, so I hope it's not a dupe of something already reported. I've recently returned to Zomboid after a little hiatus and been playing with the latest build of 41.39 and was excited to hear that clothing can actually be repaired! However, when I attempt to repair clothing I see the progress dialog bar but nothing gets repaired and the resources are consumed. I also see little red error boxes in the lower right of UI after I inspect clothing and right-click Hole to get the Patch Hole context dialog. I followed the console.txt log and see the following errors regarding getScratchDefenseFromItem(Clothing.java:936) and getBiteDefenseFromItem(Clothing.java:922) methods: LOG : General, 1593988288187> ----------------------------------------- STACK TRACE ----------------------------------------- Callframe at: getScratchDefenseFromItem function: doPatch -- file: ISGarmentUI.lua line # 124 function: doContextMenu -- file: ISGarmentUI.lua line # 167 function: onBodyPartListRightMouseUp -- file: ISGarmentUI.lua line # 92 ERROR: General, 1593988288194> ExceptionLogger.logException> Exception thrown java.lang.reflect.InvocationTargetException at NativeMethodAccessorImpl.invoke0 (Native Method). ERROR: General, 1593988288195> DebugLogStream.printException> Stack trace: java.lang.reflect.InvocationTargetException at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method) at sun.reflect.NativeMethodAccessorImpl.invoke(NativeMethodAccessorImpl.java:62) at sun.reflect.DelegatingMethodAccessorImpl.invoke(DelegatingMethodAccessorImpl.java:43) at java.lang.reflect.Method.invoke(Method.java:498) at se.krka.kahlua.integration.expose.caller.MethodCaller.call(MethodCaller.java:62) at se.krka.kahlua.integration.expose.LuaJavaInvoker.call(LuaJavaInvoker.java:198) at se.krka.kahlua.integration.expose.LuaJavaInvoker.call(LuaJavaInvoker.java:188) at se.krka.kahlua.vm.KahluaThread.callJava(KahluaThread.java:182) at se.krka.kahlua.vm.KahluaThread.luaMainloop(KahluaThread.java:1002) at se.krka.kahlua.vm.KahluaThread.call(KahluaThread.java:163) at se.krka.kahlua.vm.KahluaThread.pcall(KahluaThread.java:1975) at se.krka.kahlua.vm.KahluaThread.pcall(KahluaThread.java:1777) at se.krka.kahlua.integration.LuaCaller.pcall(LuaCaller.java:76) at zombie.ui.UIElement.onRightMouseUp(UIElement.java:1480) at zombie.ui.UIElement.onRightMouseUp(UIElement.java:1434) at zombie.ui.UIManager.update(UIManager.java:872) at zombie.GameWindow.logic(GameWindow.java:237) at zombie.core.profiling.AbstractPerformanceProfileProbe.invokeAndMeasure(AbstractPerformanceProfileProbe.java:71) at zombie.GameWindow.frameStep(GameWindow.java:722) at zombie.GameWindow.run_ez(GameWindow.java:640) at zombie.GameWindow.mainThread(GameWindow.java:467) at java.lang.Thread.run(Thread.java:748) Caused by: java.lang.NullPointerException at zombie.inventory.types.Clothing.getScratchDefenseFromItem(Clothing.java:936) ... 22 more LOG : General, 1593988288196> ----------------------------------------- STACK TRACE ----------------------------------------- Callframe at: getBiteDefenseFromItem function: doPatch -- file: ISGarmentUI.lua line # 124 function: doContextMenu -- file: ISGarmentUI.lua line # 167 function: onBodyPartListRightMouseUp -- file: ISGarmentUI.lua line # 92 ERROR: General, 1593988288196> ExceptionLogger.logException> Exception thrown java.lang.reflect.InvocationTargetException at NativeMethodAccessorImpl.invoke0 (Native Method). ERROR: General, 1593988288196> DebugLogStream.printException> Stack trace: java.lang.reflect.InvocationTargetException at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method) at sun.reflect.NativeMethodAccessorImpl.invoke(NativeMethodAccessorImpl.java:62) at sun.reflect.DelegatingMethodAccessorImpl.invoke(DelegatingMethodAccessorImpl.java:43) at java.lang.reflect.Method.invoke(Method.java:498) at se.krka.kahlua.integration.expose.caller.MethodCaller.call(MethodCaller.java:62) at se.krka.kahlua.integration.expose.LuaJavaInvoker.call(LuaJavaInvoker.java:198) at se.krka.kahlua.integration.expose.LuaJavaInvoker.call(LuaJavaInvoker.java:188) at se.krka.kahlua.vm.KahluaThread.callJava(KahluaThread.java:182) at se.krka.kahlua.vm.KahluaThread.luaMainloop(KahluaThread.java:1002) at se.krka.kahlua.vm.KahluaThread.call(KahluaThread.java:163) at se.krka.kahlua.vm.KahluaThread.pcall(KahluaThread.java:1975) at se.krka.kahlua.vm.KahluaThread.pcall(KahluaThread.java:1777) at se.krka.kahlua.integration.LuaCaller.pcall(LuaCaller.java:76) at zombie.ui.UIElement.onRightMouseUp(UIElement.java:1480) at zombie.ui.UIElement.onRightMouseUp(UIElement.java:1434) at zombie.ui.UIManager.update(UIManager.java:872) at zombie.GameWindow.logic(GameWindow.java:237) at zombie.core.profiling.AbstractPerformanceProfileProbe.invokeAndMeasure(AbstractPerformanceProfileProbe.java:71) at zombie.GameWindow.frameStep(GameWindow.java:722) at zombie.GameWindow.run_ez(GameWindow.java:640) at zombie.GameWindow.mainThread(GameWindow.java:467) at java.lang.Thread.run(Thread.java:748) Caused by: java.lang.NullPointerException at zombie.inventory.types.Clothing.getBiteDefenseFromItem(Clothing.java:922) ... 22 more ERROR: General, 1593988288197> ExceptionLogger.logException> Exception thrown java.lang.RuntimeException: __concat not defined for operands: + and null at KahluaUtil.fail line:82. ERROR: General, 1593988288198> DebugLogStream.printException> Stack trace: java.lang.RuntimeException: __concat not defined for operands: + and null at se.krka.kahlua.vm.KahluaUtil.fail(KahluaUtil.java:82) at se.krka.kahlua.vm.KahluaThread.luaMainloop(KahluaThread.java:800) at se.krka.kahlua.vm.KahluaThread.call(KahluaThread.java:163) at se.krka.kahlua.vm.KahluaThread.pcall(KahluaThread.java:1975) at se.krka.kahlua.vm.KahluaThread.pcall(KahluaThread.java:1777) at se.krka.kahlua.integration.LuaCaller.pcall(LuaCaller.java:76) at zombie.ui.UIElement.onRightMouseUp(UIElement.java:1480) at zombie.ui.UIElement.onRightMouseUp(UIElement.java:1434) at zombie.ui.UIManager.update(UIManager.java:872) at zombie.GameWindow.logic(GameWindow.java:237) at zombie.core.profiling.AbstractPerformanceProfileProbe.invokeAndMeasure(AbstractPerformanceProfileProbe.java:71) at zombie.GameWindow.frameStep(GameWindow.java:722) at zombie.GameWindow.run_ez(GameWindow.java:640) at zombie.GameWindow.mainThread(GameWindow.java:467) at java.lang.Thread.run(Thread.java:748) LOG : General, 1593988288198> ----------------------------------------- STACK TRACE ----------------------------------------- function: doPatch -- file: ISGarmentUI.lua line # 124 function: doContextMenu -- file: ISGarmentUI.lua line # 167 function: onBodyPartListRightMouseUp -- file: ISGarmentUI.lua line # 92 So, there are already issues of some sort even with the context menu. When I attempt to repair the clothing, via Patch Hole -> Ripped Sheets I see the repair progress bar do its thing and consume the resources and new red error box pops up. The repair doesn't seem to do anything no matter how many times I try it. If it's its merely a skill failure, there has to be a better way to approach it, but from the console.txt it sounds like its just a bug. When I perform that action, I see the following in console log regarding addPatch(Clothing.java:1038) method: LOG : General, 1593988295353> ----------------------------------------- STACK TRACE ----------------------------------------- Callframe at: addPatch function: perform -- file: ISRepairClothing.lua line # 30 ERROR: General, 1593988295354> ExceptionLogger.logException> Exception thrown java.lang.reflect.InvocationTargetException at NativeMethodAccessorImpl.invoke0 (Native Method). ERROR: General, 1593988295354> DebugLogStream.printException> Stack trace: java.lang.reflect.InvocationTargetException at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method) at sun.reflect.NativeMethodAccessorImpl.invoke(NativeMethodAccessorImpl.java:62) at sun.reflect.DelegatingMethodAccessorImpl.invoke(DelegatingMethodAccessorImpl.java:43) at java.lang.reflect.Method.invoke(Method.java:498) at se.krka.kahlua.integration.expose.caller.MethodCaller.call(MethodCaller.java:62) at se.krka.kahlua.integration.expose.LuaJavaInvoker.call(LuaJavaInvoker.java:198) at se.krka.kahlua.integration.expose.LuaJavaInvoker.call(LuaJavaInvoker.java:188) at se.krka.kahlua.vm.KahluaThread.callJava(KahluaThread.java:182) at se.krka.kahlua.vm.KahluaThread.luaMainloop(KahluaThread.java:1002) at se.krka.kahlua.vm.KahluaThread.call(KahluaThread.java:163) at se.krka.kahlua.vm.KahluaThread.pcall(KahluaThread.java:1975) at se.krka.kahlua.vm.KahluaThread.pcall(KahluaThread.java:1777) at se.krka.kahlua.integration.LuaCaller.pcall(LuaCaller.java:85) at zombie.characters.CharacterTimedActions.LuaTimedActionNew.perform(LuaTimedActionNew.java:102) at zombie.characters.IsoGameCharacter.updateInternal(IsoGameCharacter.java:8830) at zombie.core.profiling.AbstractPerformanceProfileProbe.invokeAndMeasure(AbstractPerformanceProfileProbe.java:71) at zombie.characters.IsoGameCharacter.update(IsoGameCharacter.java:8561) at zombie.characters.IsoPlayer.lambda$update$40(IsoPlayer.java:1938) at zombie.core.profiling.AbstractPerformanceProfileProbe.invokeAndMeasure(AbstractPerformanceProfileProbe.java:71) at zombie.characters.IsoPlayer.update(IsoPlayer.java:1930) at zombie.MovingObjectUpdateSchedulerUpdateBucket.update(MovingObjectUpdateSchedulerUpdateBucket.java:69) at zombie.MovingObjectUpdateScheduler.update(MovingObjectUpdateScheduler.java:131) at zombie.iso.IsoCell.ProcessObjects(IsoCell.java:2764) at zombie.iso.IsoCell.updateInternal(IsoCell.java:5559) at zombie.core.profiling.AbstractPerformanceProfileProbe.invokeAndMeasure(AbstractPerformanceProfileProbe.java:71) at zombie.iso.IsoCell.update(IsoCell.java:5502) at zombie.iso.IsoWorld.updateInternal(IsoWorld.java:3125) at zombie.core.profiling.AbstractPerformanceProfileProbe.invokeAndMeasure(AbstractPerformanceProfileProbe.java:71) at zombie.iso.IsoWorld.update(IsoWorld.java:3053) at zombie.gameStates.IngameState.updateInternal(IngameState.java:1561) at zombie.gameStates.IngameState.update(IngameState.java:1275) at zombie.gameStates.GameStateMachine.update(GameStateMachine.java:101) at zombie.GameWindow.logic(GameWindow.java:282) at zombie.core.profiling.AbstractPerformanceProfileProbe.invokeAndMeasure(AbstractPerformanceProfileProbe.java:71) at zombie.GameWindow.frameStep(GameWindow.java:722) at zombie.GameWindow.run_ez(GameWindow.java:640) at zombie.GameWindow.mainThread(GameWindow.java:467) at java.lang.Thread.run(Thread.java:748) Caused by: java.lang.NullPointerException at zombie.inventory.types.Clothing.addPatch(Clothing.java:1038) ... 38 more I'm playing Zomboid on a Macbook Pro, OSX 10.14.4 (18E227), but I'd be surprised if this issue is platform specific. I love this game and thank you for your time! -Michael
  13. Thought I would take a look at a simple clothing retexture mod. I can work out most everything but the last couple steps to keep it from being a hack job. Only a few new steps here from a standard item mod. Create the item definition: <User Folder>\Zomboid\mods\<MyMod>\media\clothing\<MyMod>.txt Create a texture image for the 3D character model: <User Folder>\Zomboid\mods\<MyMod>\media\textures\Clothes\<subfolder>\<itemName>.png Create an inventory icon 32x32: <User Folder>\Zomboid\mods\<MyMod>\media\textures\Item_<itemName>.png Create the model\texture\tint\GUID references: <User Folder>\Zomboid\mods\<MyMod>\media\clothing\clothingItems\<itemName>.xml Attach the item to some distribution (place it in the world), the new ProceduralDistributions have a bit less boilerplate than the old SuburbsDistributions. <User Folder>\Zomboid\mods\<MyMod>\media\lua\server\items\<MyMod>_distributions.lua Finally, you need to have a GUID to clothing model reference placed in fileGuidTable.xml. I have found no way to inject this from a mod, I could only get it working by adding the reference directly to the game file: <game install>\media\fileGuidTable.xml Anyone know a way around this? Also, if I want the clothing item to be worn by zeds, I need to edit the game file: <game install>\media\clothing\clothing.xml I'd love to have a way to inject\replace XML in those files from the mod. That or some back door lua script way.
  14. I think Project Zomboid has a fairly large fan base and they should use fans love for the game to help support the development. I.e I’d love to be able to purchase something from a “PZ Store” and I don’t exactly know what but I think it would give a nice add to the game and also I’d love to support Project Zomboid Dev Team instead of being a one time buy and play game. Maybe they can add clothing items you can buy and find in game, or custom weapons skins you can buy when you loot a bat. I don’t know but I’m sure they could find something for us Zomboid lovers to buy something.
  15. It's probably already been suggested, but is it possible to have equipped clothes showing up in an expanded menu? Either that or as it's own 'bag slot'? I personally find that it's quite hard to navigate my inventory when I'm wearing every single bit of clothing I can find. I understand not everyone is as clumsy with inventory management as me, but I feel it would help massively. xXx
  16. Loving the new update on the test server, i've only encountered one issue. I like to start in Feb. since its my birth month and reasonably its always cold but none of the clothes give off warmth and they all appear blank on the insulation bar: Jackets, Shirts, Sweaters, Jeans etc. none of them worked for the cold.
  17. Heya Everyone, so let's get right to it. Seeing the new video with the "potential" clothing I noticed that the way they had big gowns/dresses animated (As is most common to see, people usually just bind the dresses to the legs and therefore get these big pants which are supposedly dresses, even though they act completely like pants, bound to the bone structure and therefore easier to fit into animations (So you don't need to animate new animations for the dresses)) Now while I understand why they would do this, I would like to suggest another option. Have restrictive dresses. Now before you go crazy, there are some restrictive and some not-restrictive dresses, the 1st, 3rd, 4th and 6th are probably the most restrictive and I would suggest making it so you can only walk in them (or crouch, but no running) which makes it so we won't see clipping, but holding the bottom of the dress to the ground (as shown on the bottom "animation", that way it seems much more like dresses instead of big pants which only really look good if you're standing still. I would suggest animating the dresses (or part of them, to just drag along the ground, thinking along something like the Villager (woman) from Warcraft 3 if anyone can remember, it seems much more like a dress and doesn't break the aesthetics of the game. So wearing a beautiful dress would let you look stunning, but would restrict you to walking/crouching, and maybe climbing through a window, but never down/up ropes or any of the other crazier animations. And if things become grim you can always just rip it and suddenly you can do all the normal things you could do before. Just please, let's not go the route of big trumpet pants, then I rather you just keep to dresses like the dark blue which is just a polygon in between the legs. (also please add heels )
  18. I suggest adding a method that will allow us to load skinned mesh in game! I replaced the original models of clothes, and it looks good. But unfortunately adding them without replacing the original is impossible, since there is no skinned model load method. :(( Class LuaManager.GlobalObject has a method that allows loading a static model, but it does not allow upload skinned model, because it sends boolean true to ModelLoader.instance.Load
  19. As the title suggests, nice slacks, suit jackets and ties on collared shirts (long-sleeved and short-sleeved) for undead office stiffs and players hoping to look a little more classy in the apocalypse, sports jerseys for undead fans and players alike (an opportunity for another Spiffo logo on a shirt), and mechanics' uniforms for the undead mechanics of Knox County (especially taking into consideration the recently added garage and junkyard in Riverside) - Taking inspiration from Left 4 Dead Common Infected. Short/Long-sleeved shirts, sports jersey, and suit: Mechanic's Uniform: Sports Jersey: Suit and Tie: Would also be nice to have collared shirts and ties in-game, so as to properly represent this awesome concept art for Zomboid:
  20. So, this is either gonna sound really cool or really stupid. You know how certain fast food chains have costumed mascots to advertise their products? Like the Chik-Fil-A Cow, or Ronald McDonald, etcetera? Well, one would think that with a chain like Spiffo's being popular enough to warrant its own feature-length film, it would stand to reason that the restaurants would have a Spiffo suit lying around for some hapless employee to climb into and sweat his balls off while holding a picture of chicken and waffles on the side of the highway. Thus, I suggest a Spiffo mascot outfit as form of clothing/armor (at least, for when the animation update finally drops). I know what you're thinking: a mascot costume as armor? Is that realistic or practical? Well, yes and no. I used to be a college mascot, and let me tell you, the fur on that costume was THICK. It wouldn't be easy to bite through that, especially if the person wearing the suit was resisting and fighting back. Plus the mascot head would have full protection at the cost of limited visibility. With that in mind, a thick, fluffy Spiffo suit could protect against bites and scratches on the arms, legs, and torso, as well as pretty much negating all damage to the head and neck area. The downside would be the heat. Again, from experience, I can tell you that it gets REALLY hot in those things. I've even passed out on one occasion from the heat. Thus the character wearing the suit would be much more susceptible to overheating and thirst. Plus you can't easily drink water while wearing the mascot head, so you'd have to remove it in order to drink from a bottle or water source. I dunno. I just think it'd be both hilarious and badass to slaughter zombies across Kentucky while dressed as an adorable raccoon. Spiffo IS the official mascot of both PZ and Indie Stone, after all. Why not take that to a whole new level?
  21. Could we also be looking forward to seeing military hazmat/nbc suits ? Military presence should own this since the virus is understood to be mostly airborne, hence a gas mask and suit. Made from rubber and different layers, it should provide some protection against bites, though I have to tell you, these things are hot and heavy, but they offer a wide variety of protection against anything nuclear, biological and chemical. This one is a Romanian gas mask and full NBC suit that can be found on military guards stationed at the Cernavoda Nuclear Power Plant and around some gun/chemical facilities. This one is mine,a rare model that is standard issue in Romania for anyone working in a highly dangerous place or keeping guard over. Excuse my background, it's hard to get it on and then walk around to do a good picture. Here's an example. Anyone who wants to see more I'll post other pictures. Didn't put the filter and gloves to take a picture. Coal based filters. The game already has coal, makeshift gas masks could be possible. I think it would be a good idea for corpse management also and so on Good mobility for arms, legs, only if you wear boots inside.
  22. Did a forum search, found a few mentions of some gear in a few discussions here and there, and thought I'd expand upon it a little bit. With the animation update including lots of new models, I thought I'd mention usable gear that could display what players, zombies, and hopefully NPCs in the future, are carrying. That being said, let's get started! Utility Belts A brief mention of this both here and here, with the equipment involved and the benefits of the gear being visible to players. Utility belts are used by police officers to carry equipment including handcuffs, pistols, extra magazines/pistol rounds, flashlights, handheld radios, batons, knife or multi-functional tools, keys, basic first aid items, and disposable gloves. Soldiers also use packs and belts to an extent, though that's not really my area. Workers in and around construction areas *cough* McCoy Logging Co. *cough*, not to mention plumbers, mechanics, and other professions, frequently use utility belts to carry tools such as hammers, screwdrivers, and the like. A few photos with some captions: I bring the utility belt up because as I mentioned in a separate thread, it would be worth checking to see if there's still a gun in the holster before making what might be an unnecessary risk to get it, or if a police-radio is still clipped onto the belt/uniform as seen in the photo, or dragging on the ground, which leads me to my second topic: Radios As mentioned in the aforementioned links, police officers use their radios to inform dispatch of the current situation, while soldiers use radios to keep in touch with their superiors/fellow soldiers. Useful gameplay-wise to just attach it and inform both players and possibly NPCs of information, with above-mentioned radio broadcasts. Graphically - I think they'd be awesome, and add a huge amount of atmosphere. More photos: And finally: Holsters Fairly straightforward, places for firearms - either slung over the back, in the waistband of the pants, or a holster by the side - would be both cool to see and important for gameplay purposes. As said in a separate thread, it'd be helpful to know if the man you're talking to has a gun in the waistband of his pants or a holster by his side, be it another player or an NPC. And that's about it!
  23. I reckon some folks here have seen this on the Steam forums some time ago, but I wanted to compile a slightly updated list of some law enforcement gear that might be nifty to have in the game and appropriate to mention now, with the ever-approaching animations/clothing/weapons update. I am also hoping to broaden the scope of to-be-included police gear beyond riot gear; this post is mainly about standard carry, normal police gear you'd find even in a small county sheriff's department that'd be appropriate for the setting of Project Zomboid. Let's begin! 1: Police Batons (Specifically PR 24s) - Tried and tested, these are traditional police batons; A weapon among law enforcement officers that would've been standard carry back in the early 1990s. Typically made out of sturdy plastic. Noted especially for its lethality. 2: Police Bulletproof Vest - A common must-have with police officers that could be used to deflect bites in single player (and stop bullets fired by NPCs when the day arrives) , while also useful in multiplayer, with the drawbacks including weight and overheating. 3: Police Duty Belt -I find it a bit weird that I can find a pistol or a radio on a zombie when there's no place they could be hiding such items on their person; pockets are too small, and I don't see them clipped on. I do think it'd be useful both gameplay-wise and graphically to include somewhat of a visual cue as to what a zombie/player is carrying and where they're carrying it. Enter: The Belt. This is equipment that's a staple to police uniforms and designed to hold most of the gear used by police officers on a daily basis. They generally hold: handcuffs, pistols, extra magazines/pistol rounds, flashlights, handheld radios, batons, knife or multi-functional tools, keys, basic first aid items, and disposable gloves, which are used to treat wounded victims or investigate crime scenes, and could be used when moving corpses in-game. 4: Police Flashlight(s) - While there typically isn't a mandatory flashlight that police officers have to use, most carry one with them at all times. -Some choose to use the big stinger-type flashlights, which are large and heavy (good for self-defense). -Others prefer smaller flashlights, which can put out a radiant 1000+ lumens, enough to illuminate a street for up to a few hundred yards. The smaller flashlights can also can be mounted to pistols, useful during night pursuits. 5: Police Handcuffs - Very self explanatory item. Most handcuffs are made of steel, making them very durable and are near impossible to have the locks picked by perpetrators. Most police officers carry 2-3 pairs on their gear belts so they can apprehend multiple suspects when they are without backup, often when they are patrolling unpopulated or rural areas *cough* Muldraugh and West Point *cough*. This is one that could be useful in multiplayer for hostage situations, or in single player when NPCs are added. 6: Police Radios/Microphones - Officers use their radios to inform dispatch of the current situation. The radio is usually held in a pouch attached to a loop in the equipment belt and can be easily removed, while some radios have an external microphone attached to the radio that can be clipped to the uniform. Can serve as additional radios in-game while providing insight to local/county police chatter and military broadcasts. Useful gameplay-wise to just attach it and inform both players and possibly NPCs of information, with above-mentioned radio broadcasts. Graphically - I think it'd just be awesome, and add a huge amount of atmosphere. 7: Police Cruisers - Confirmed! It is worth a mention that police cruisers tend to carry weaponry (usually a shotgun) in the trunk with some ammunition. Police cruisers are also equipped with radios near the driver's seat that could be used for further communication, along with very loud sirens. All of these items were common around the 1990s, even in areas such as rural Muldraugh/West Point, and certainly in large cities such as Louisville. I'd love to hear any thoughts, recommendations, or anything else on the subject.
  24. I decided to gather up a lot of comments today on Youtube of people's suggestions for the clothing and animations update, shorten them up, and compile them in a single forum. Please note that all these ideas are from the majority of people, and not just from me. Giving you a heads up of what the community thinks should be added. NOTE:This is not to add on to the current progress of the great, hard working, already busy, devs. I do not want them to take this as more pressure or work "To-Do". These are just suggestions after all, not something that should be in the game if the devs wish to. There is already too much work being made by them, but i decided to do this anyways just to give more ideas. In case they want to add this AFTER the planned builds are fully out (speaking after build 1.0) i don't want to delay the build release time... Ok here we go... Suggestions -Zombies ignore you when having soaking blood wet clothes. "Also imagine you got so much blood on you. The walkers will start thinking you are one of them because you smell like one. But the down side is that you will feel uncomfortable like walking makes you slower. Don't feel like eating before cleaning yourself up etc." -Blood footprints. -New showering/cleaning system. "Maybe now showers and bathtubs will have some utility besides decorating and being used to fill water bottles. Also, wet bath towels should be useful as well. showers will have use now with these bloods stains on player? mabye with soap you can get clean buff? " Zombie clothing decay/variation. "Strangely, all zombies wear perfect shoes... One might expect them to lose one boot or both after a while... And also, clothing has to have various levels of deterioration too... Right now all zombies look too fancy even with the blood cover on..." -Wearing clothes with zombie blood can infect untreated wounds. "Do you plan to add some sort of infection due to blood on your character? That chance being increased the more wounds/untreated wounds your character have." -Zombies with certain clothes/equipment can't harm you. "also recommend that zombies with a helmet are made unable to bite you, it would make sense if the same went for zombies with gloves on." -New panic mechanic. (Already answered) "when you fall over a fence, the "recovery" animation should be dependent on how high your panic is!! With high panic resulting in scrambling up again quickly and low panic being like "oh that hurt, gonna take a moment here." But it depends on panic level." Another guy said: "maybe they should scurry along the floor until they find their feet when trying to run, after being knocked/tripped over rather than lying on the floor. Or maybe even mash to bring them to their senses a bit faster." Chris Simpson's answer:"Already a thing we have anims for scrambling across the floor trying to get up in a panic, scrabbling backwards on your ass kicking zoms in the face etc. It's gonna be ace but not 100% sure that'll make it into first version." FAQ by the community "You can't swing at more than one zombie anymore? Or are those animations being worked on?" "Will this update impact my low spec pc badly?" "Is this completely CPU dependent or can my GPU also handle some of the rendering?" "Is there a way i can switch back to the old sprites or versions of the game?" "The textures of the world look off and don't fit the character's models and clothing anymore. (in some people's opinion) Will you work to make shaders and improve them?" I made this because i thought it would be good to get the people's major suggestions out to the people at the forums to see. I hope you understood this doesn't have to be implement if the devs don't want to... again i don't want to annoy them by any means. Thank you devs for working on such a great game! I appreciate your hard work, and time that you're putting into this game. I am looking forward to what the community thinks of this. Thank you again.
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