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  1. Otherwise anyone can steal the car without keys. It should be easy to pull out the wire. On the other hand owner of the car will waste time again if he wants to start the car. Another situation. Owner of the car has keys(!) And someone stealed the car. Then owner get it back but he wants to continue using keys instead of wire.
  2. All I want is to send unique number to all clients, so it will be the same for all users. For example, on the server: textureNumber = ZombRand(10); How can I send this value to client, so all users will see the same texture?
  3. My boyfriend and I have been trying to play together on a server off and on for the past two weeks but haven't been able to get it to work for various reasons and are starting to get frustrated. We run off the same internet connection, which is the only thing I could think of being the issue. Whenever we try to connect to each other's servers, we are either given the error messages, "Wrong server password given," despite the fact that we do not put passwords on our servers, or "Failed to Establish P2P Connection with server." And when we do manage to connect, we are given the error message of, "You have been kicked because your game files do not match with the servers," despite having uninstalled and reinstalled a grand total of 5 or 6 times now and deleting and reinstalling mods with every fresh installation. We've followed the online instructions, we've checked all our files and we've done everything we thought we could do. Is there something we're missing? Is this even on us at this point, or are we running into a bug? I'm attaching a file of my most recent attempt to connect to his server by A. accepting his invitation and B. a few different attempts at connecting, which contain both P2P and password errors. Thank you for your time. frustration.txt
  4. Hello guys! I'm currently playing with some friends on a dedicated server (that I host myself), and there is a bug that could be quite annoying with time! It seems that the server duplicates the vehicles we use when it starts. It has happened twice currently: - The first time with a Vehicle (we'll call A), it was duplicated on the server next start, the duplicate was near us, but not just next to us - The second time, with a second vehicle we use (we'll call B), and this time the duplicate was right next to where we disconnected. The second time, vehicle A didn't seem to duplicate, or too far from us. I might be interesting to note that we always disconnect while standing in our vehicles, and both vehicles A and B had players in it before the second server restart. I'd be glad to help you find more about this bug! Regards, Thanaen
  5. Hello guys, Iam sure that you've already reed same or simmilar topic last days, but cause of many ppl at mp found that like a really big issue and Ive tried to describe it at our discord channel with examples recently, so I decided to bother you a little too and share it with you, so sorry - but I think it should help a bit. First of all the differences between shaders on and off .. or if you want postprocesing on and off... Postprocesing off - flashlight off Postprocesing off - flashlight on Postprocesing on - flashlight off Postprocesing on - flashlight on So, this is one problem ... the thing that even flashlight has almost no effect - other side of it is the game is now unbalanced for those who uses postproc. and whose not - cause one of us will need to use flashlight if it will be even effective one day, and other one not cause night is almost same like a day with postprocesing on ... For better imagination how lights are good with postproc. on theres even indoor ones to check - No difference at all ... so, light are no more the thing with postprocesing on ... example of light without postprocesing - Check even colour balance of it at those example from indoors .. with postproc. it looks like with rly bad filter making it almost warmtones less ... Next thing is (well, as soon as flashlights will have some effect) the weight ... batery in flashlight remains for cca 3 hours in game max with full use of it ... that means you need 3 of it for one night .... thats 1.8 pounds ... flashlight is 2 pounds ... almost 4 pounds total weight for one night - just for those who wont use postprocesing .. others can play without it at all ... So when you count that you spent 2 points for Cateyes trait - wasted cause no more effect .... now you are forced to spent 4 points of your inventory each night, and even those who doesnt likes totaly messed up colours and lights with postprocesing which making game unbalanced for each other ... (that one can be partly solved by server settings i think) Started at 11 pm and been testing it so turnng it off and on again and again .. so its 3 hr max ... Thats I think all to this topic. Idk what can be solution, just describing it properly cause its needed i think .. To be honest, comparing that state without postprocesing to other survival games (as it was compared by admin), wheres nights spooky - its nonsense - spooky doesnt mean unplayable, and thats it in zomboid now ... Thank you for and if there will be replies and sorry for my messy english.
  6. Dedicated server shows this exception when I tried to launch new server from scratch Java HotSpot(TM) 64-Bit Server VM warning: ignoring option UseSplitVerifier; support was removed in 8.0 Exception in thread "main" java.lang.NoClassDefFoundError: com/google/common/util/concurrent/FutureCallback at zombie.network.GameServer.<clinit>(GameServer.java:157) Caused by: java.lang.ClassNotFoundException: com.google.common.util.concurrent.FutureCallback at java.net.URLClassLoader.findClass(URLClassLoader.java:381) at java.lang.ClassLoader.loadClass(ClassLoader.java:424) at sun.misc.Launcher$AppClassLoader.loadClass(Launcher.java:349) at java.lang.ClassLoader.loadClass(ClassLoader.java:357) ... 1 more Possible typo in 'com/google/common/util/concurrent/FutureCallback', probably should be 'com/google/common/util/concurrent/FutureFallback'
  7. My group and I started PZ not too long ago. Two of us have roughly 250 hours into the game while the others are fairly new. We play vanilla (for now) daily and are really just looking for more people to make the experience more lively and fun. Were open to all skill levels joining. I'm a bit short on time so if you have any questions just ask. Here's the Discord link if you're interested: https://discord.gg/fPGFHE
  8. 1. - Advanced brick/concrete walls that should be really hard to create in singleplayer ,cuz of being alone for a balanced gameplay ,and they should be able to hold like 45 zombies before taking any damage ,maybe like having the ability to put barbed wire on top of the walls ,if the players are able to climb trough the brick walls with enough skill ,and concrete walls with like a sharp really durable object/weapon and again ... —————————Also you might wanna go check out thishttps://theindiestone.com/forums/index.php?/profile/4960-geras/ guy’s profile ,he’s got some cool stuff there. making walls buffer was his idea or he just skimmed someones post and gave his own opinion/twist on things ,kinda like i did heh.——————————————————————2.- Bigger ,stronger ,slowly sliding heavy metal gates which should be able to hold 35 zombies before taking any damage ,and the player should be able to cover up the gate with a lot of cloth pieces to prevent zombies from seeing us ,a great way to create a multiplayer commumity ,or a safe heaven in singleplayer. Kinda like the Alexandria Safe Zone from TWD
  9. is it possible to get the delete button moved over a bit on the multiplayer server page? i managed to accidentally delete a server i was playing on with friends instead of joining due to the closeness of the buttons (mouse slipped). so instead of being where it is below just move it to the left a bit so its more central.
  10. So it seems that in the current weather test (40.3) you can make a multiplayer server, but the zombies are unkillable and unpushable with anything other than car. I tried it on my my wife's computer on different worlds and different settings, we both run Linux. I tried jawstab, shotgun and regular weapons (sledgehammer and frying pan) and nothing hits them. It works fine in stable/iwbums 39.67.5.
  11. So I was playing on multiplayer with my sister- just us, but the server tends to load chunks really slowly when we drive, and when we drive up next to the next one we often have to wait up to 30 seconds for it to load. Not sure if that's normal? We have about 3GB dedicated to the server (the computer has 12GB RAM total, current stable build, Windows 10). Well, after doing this for like, two irl days, we were driving back along a road we'd been on many times. We then saw that, just about every place we had stopped to load a chunk on our last time through that road, there was.. now another of the same truck. Items inside and condition were the same, and the engine was on with the key (also a copy, we had been in the car and running it on the road, afterall). We now have three to four extra trucks and are sort of confused. They still drive and I pulled the keys out and drove them around, though I didn't try taking items out of the glovebox, which is the only place that had items. So, definitely an odd bug. But I guess now we have a convoy..?
  12. It's been a while since I last played - around 2015-16ish or so. Now, with GoG Multiplayer support for rented servers at my preferred hoster (finally), I tried to give it another go. It used to go like this: I'd spawn in an empty, safe house, loot it, and get going. Looting along the way to a good safe house, where I'd then set up base - go in, turn off lights, add sheets and close curtains, then loot and organize. From there, I'd go scavenge the neighborhood, until I can build rain barrels and stuff, but I never had to barricade anything. A few Zombies would sometimes follow me home or bonk on door or windows when they heard me, and I'd go out and deal with them. Now, it goes something like this instead: We spawn in houses, that either... - A), have 3 Zombies in the same room with us, tearing us apart while closing all the windows that auto-open. We die. - Or B), the house is empty, and just when we closed all windows, 3 to 5 Zombies smashed into the house to swarm us. We literally just spawned, are unarmed and have to flee in chaos already without looting anything - no weapons, food or sheets. We both died several times (like twice each) just spawning in. Excuse me, we're trying to read here... Aren't you supposed to spawn in a guaranteed zombie-free house to prepare a bit, first...? Is there a setting...? After that though, we meet up and loot houses - but food is set to "rare" by default so we're always hungry - empty fridges everywhere. Constantly sneaking and looking around, we find a promising, empty house. Approaching it from south, no zombies around as far as we can see, nor inside - we get in, switch off lights, add sheets and close curtains. Then we begin to unload so we can go scavenge nearby. But while we're sneaking around inside the house to organize, suddenly there's 5 - 6 zombies in the room with me. They came through the window, which silently broke just 1 or 2 tiles next to me (I didn't select deaf)... this happened 4 times by now. Windows are breaking silently like 70% of the time, I died to it once, nearly a second time. We then have to evacuate in panic, leaving behind half of our stuff as the house somehow and without any apparent reason fills with zombies from all around, including from the north (while we came from south, and weren't followed). That happened one, twice, then three times, and a forth time... it's a clear pattern by now. I'm baffled - that's not how I remember playing this...? I don't see anything obvious we might be doing wrong here? I expected to be building and fortifying a base once we got enough stuff to do so, and going on raids through the neighborhood with my pal until then. - How do zombies from all around "magnet" to the house we're in for just 5 minutes? - How do windows break silently right next to me? - Do doors or inventory backpacks make noise when using them, or something? If we go to a parking lot or open field and behave the same way (minus the doors and containers), nothing happens. Even when there's zombies within view distance, they don't see or hear us. Are there any currently known bugs with the GoG version, or settings we can use to make the game enjoyable again...? I already set zombies to be active just during the day, decreased the population multiplier to 0.35, and set them to not randomly attack stuff hoping it would help. The zombies were really slow at night, but still, the same stuff happened to "our" houses. Just... more slowly this time around. Added a slight comedic effect, but didn't fix the problem, in the end. Halp...?
  13. Hi I want to add custom safehouse locations to an existing multiplayer server. After some thinking and searching I figured it would probably be easiest to use a map mod. The goal is to add a claimable safehouse and if possible not provide anything more than a bare minimum foundation for the player to claim and then build their own house on top of. No free walls etc. if possible. Plan is as follows: Download and get map editor working - Done Create a 1x1 cell map - half done, I think I understand the basics Figure out how to import map and lot information from the Muldraug map for a specific sector Figure out minimum requirements for a safehouse to be claimed Add my new safehouse Fire up and test the mod as a package If it was possible I would prefer to just mod the lot information for a sector and add that into a mod, but I am not sure that is possible. If it is, please let me know. I am currently stuck on trying to import the lot information for the location I have chosen. I find the coordinates and what sector to copy from the gamefiles using the coordinate system at map.projectzomboid.com, but I am not sure how to import that information into my custom map. The information itself seems to be located under the game folder here: media\maps\Muldraugh, KY I am also unsure whether I can get away with only changing the lot information or if I actually need to provide the entire sector as is from the game files to ensure it does not mess up the map itself. If this belongs under the help section, please let me know.
  14. Hi all, Please come along and join my PvE server. Details below; Name - M700N's UK PvE Server Mods - https://steamcommunity.com/sharedfiles/filedetails/?id=1421254188 Discord - https://discord.gg/pUXV9pp IP - m700n.ddns.net Port - 16261 IMPORTANT TO KEEP YOUR SAVES. When you select the server in the server list change the IP to m700n.ddns.net and save it to favorites. This is so when the IP changes on the server it does not affect your save. Once it is added to your favourites it may appear offline but if you connect it will work. If you do join the only rule there is is to not take over any commercial buildings as Safehouses because it will prevent loot from appearing within for other players. A couple of things to note also, you will be able to claim a Safehouse after 1 day of survival and you will be able to create a Faction after 2 days of survival. 1 day is 1 hour real-time. Cheers, M700N
  15. Hi, I have a few multiplayer carpentry bugs to report: 1) When building a new second floor on a server hosted via steam client, I cannot add wood floor tiles to extend the second floor to previous wooden floors that someone else built. If I restart the server, it seems to update the location of the new wooden floor tiles on the 2nd floor which will allow me to continue building from the wooden tiles that were not initially built by me. This seems to also affect wooden wall frames because I cannot build wooden wall frames on second floor wooden floor tiles that were not build by me until the server restart. A trick around this is to build a wooden floor tile on the same location from where there is already a wooden floor tile that was not built by the player in question, which will allow you to extend from that spot. 2) Sheet Rope: When building sheet rope on a server, it will not allow you to quick climb down using the E button until you restart the server? It seems to need to update/save the newly built sheet rope there before it will allow you to quick climb through. You can quick climb up no problem using E when it is built but the problem seems to be with climbing down. 3) You cannot drop antique outdoor lamps that are looted from houses with a screwdriver and electricity. When clicking and dragging to the floor or right clicking and selecting drop, they still stay in inventory. You can only drop them by putting them in a bag and dropping the bag or by building them on a wall.
  16. IWBUMS 39.64.1 on Windows. In multiplayer, items don't always show up in containers for all players. I'm playing a two player PZ game in which I am the host, and hosting the game though the in-game menu in the client (as opposed to dedicated server). Sometimes, I will not be able to see items that the other player can see in a container. If the other player takes the item out of the container and puts it back in, I can now see the item. There have been no cases (so far) of items that I can see that they can't. This problem has happened with both items that were generated in the world (i.e. canned goods in a house we were looting) and items that we placed (water in a cooking pot in the stove in our safehouse). We've been playing quite a bit since vehicles were introduced in IWBUMS, but this has only been a problem since 39.64.
  17. LF a PvE server to casually play on. One where it isn't reset and people don't build absurd structures and destroy everything.
  18. So I was having the issue where the game gets stuck on loading world when hosting a multiplayer server. I copied my map and player data from the zomboid folder to make sure it wouldn't get deleted. I then uninstalled the game and deleted the zomboid folder and the project zomboid folder. After reinstalling the game and placing my saves in zomboid/saves/multiplayer they don't show up as an option to launch in the host menu. By the way I've been running this server with Hydrocraft. In order to get it to work I always open the options.ini file in the zomboid folder and add "Mods=Hydrocraft" (without the quotes). When I click the mods tab in the main menu it does list Hydrocraft as being installed. Thanks for any help or advice in advance!
  19. Stumbled upon this recentyl and talked to EnigmaGrey on Discord about it. I think the behavior of the game when a player tries to connect to a server with an existing save that has a different ServerPlayerID needs improvement. Situation right now: During loading the screen stays black with a small hint at the bottom. Couldn't get rid of it, no mouse click, no ESC, no space, no Enter, only task manager and killing worked. Preferred behavior: Add two buttons, one "Return to main menu", the other "create new character". The hint stays the same. This would be much more newbie friendly, because right now affected players need to manually delete their savegame. If a serverowner want's to completely restart and force every player to start with a new char the only way to achieve this is to alter the ServerPlayerID within the servertest.ini, but many players won't understand the hint and will never visit the server again because of this.
  20. Greetings, I think it would be best if admin or any account with a special accesslevel doesn't count against the MaxAccountsPerUser server setting. As per design by TIS you can't properly play with a character that has an special acceslevel defined because some of the special abilities are always on. So if a player how is a staff from the server want's to normally play the MaxAccountsPerUser setting has to be set to 2, which opens up every player to create a second account. My proposal: accounts that have a special abiltity aren't counted against the MaxAccountsPerUser setting, so this can be set to 1.
  21. Greetings, I'm trying to implement custom commands for my mods but it looks kinda tricky. I was looking at the client/ISUI/ISChat.lua and there is the "onCommandEntered" which seems to execute whenever a input from a textbox is transmitted (here the textbox from the chat window). This also handles the commands shipped with the game. The "easy" way would be to override some stuff from ISChat, but isn't there a better way to do this?
  22. So what's the procedure switching from Steam to a dedicated server? I set the dedicated server up, copied the sandbox and config files, then I copied the server map files and etc. Is there anything else I need to do? I explained to my friends how to copy their map_p file for the player character but it seems extremely buggy and laggy after switching. Like the map isn't loading properly for them, and for one person in particular, there was a delay of about 3 minutes for any text to display in chat, actions were slow, etc. Not sure if I missed a step or need to start a new server.
  23. Greetings, another little mod from me and again, only useful in multiplayer. What does Coxis ServerMessage do? With Coxis ServerMessage (short: CSM) you, as in the serveradmin can display any text-information for your players that you want. This text will be displayed for every connecting player in a modal window. The player can still play the game, but the window will stay atop. If the player clicks the OK-button the window will close. How do I (=Serveradmin) edit the text? That's pretty simple: With the mod ships a CSMrules.txt, you can add your text there. Be careful to not make this to long at the moment (will get changed in a future update). Example preview: Download: Sourcecode on Github Steam Workshop
  24. Hello everyone! In short, two friends and I are playing in the coop mode, I wanted to know if for example the one who created the map or the world can pass it to another so they can continue playing when he is not there. Thanks
  25. I hope it's not too contentious a thought to be said but... Any chance the team could get someone to help put @nolanri's Survivors on MP? Secretly, even? This is just such a game-changer I don't even think of it as a "mod" anymore. It's at the point where playing Zomboid means choosing between playing a quiet scavenger game with a handful of friends, OR diving into a chaotic zombie apocalypse. I would REALLY love to do both (as would likely everyone who subscribes to Survivors). I don't mean "quiet scavenger game" to be a disparaging remark- I've had a semi-regular group going at this game for most of the year I've had it, so obviously things are doing fine! Props to the team for where the game has gone over just my year of playing it. Anyways, there it is, cheers all! I hope I incur no wrath in posting this, and I will not be offended if this comment gets shut down or removed for being too similar to a demand for the three letter N word! Dirty, dirty word...
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