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  1. " There is no preview.png file in the folder you chose." I have tried 6 ways to sunday to get this to work, no matter what image I use, what size (it says 256x256) and it's in the correct location C:\Users\derp\Zomboid\Workshop\derp\Contents\mods\derp <---- within that folder is the Media folder, mod.info and poster.png. I tried using my own image I made for the mod with the right size, and .png format and I always get the same error: " There is no preview.png file in the folder you chose." I've also renamed it to preview.png to no avail I even copied the poster.png image from the template folder and get the same error. I've looked at other creators mods, the file structure, the image type and where it's located. (I know downloaded mods are in a different location than where they need to be to get uploaded) If I had any hair left, I would pull it out. What am I doing wrong?
  2. Okay so I cant seem to get this to change. These are the steps I do. File: New (Create a 2x2) I then drag my 600x600px image into it (Yes I have a _veg file too) File BMP To TMX - I assign maps to the world and replace existing maps then hit okay Then nothing generates but it says finished. If I open a tile its the way it needs to be but it doesnt update the map and then it always overwrites my work on every load. PS. I can get this to work after I uninstall all files and such but not always.
  3. Trying to play Project Zomboid, but audio is not working. Historically, PZ always worked but over a long break, it appears that audio isn't working. I'm hearing others using Pulse, etc now works, just wanting to make sure there is not new configuration to enable for this to work. I have added fmod libraries as well. console.txt
  4. So I seem to be getting the port 16262 is closed, performance might be severely affected warning when connecting to my server. The server is installed through steam cmd and I try to connect from a client started through steam (using the ingame server browser/entering the IP manually). Port 16262 is opened for UDP connections and I have verified that it is indeed open by shutting down the server and listening 16262 UDP through netcat, then connecting from my local machine to the server (Hosted with an dedicated IPv4 address) and I can see my packets arriving meaning that server-side configuration (firewall) must be correct. I tried with UPnP enabled and disabled but always get the same errors. Is there some way to debug the client and check if it´s actually trying to connect to 16262 or using some different port since online you´ll find ambiguous reports that it actually uses some range instead of this specific port or similar. I tried the broadest port ranges I could find for now (I´d like to limit it back to the actual ports used once figured out) and this is my current UFW config [project_zomboid] title=Project Zomboid description=Project Zomboid server ports ports=16262:16293/tcp|27015/tcp|27036/tcp|8766:8767/udp|16261:16262/udp|27015/udp|27031:27036/udp Also netstat shows that 16262 is indeed bound: major@vmd106028:~$ netstat -a | grep 16262 udp 0 0 0.0.0.0:16262 0.0.0.0:*
  5. So I did bmp to tmx and assigned generated maps to the world, you can see the map on the little mini map in the upper left but on the big one its showing blank. Anyone know what my problem is?
  6. When I get the player class getPlayer() then I want to index a field it gives me nil. Why can't I index fields from class but only methods? Example The java IsoPlayer closestZombie field in a public float But in a lua script below getPlayer().closestZombie --Gives me nil
  7. I saw other posts talking about this but the solutions didn't work. I downloaded the 2022 tiles and tilezed, but when I try to convert from BMP to TMX it gives me the missing error bellow: I tried rewriting the Rules and Blends files to erase the dreaded dirtgrass, but then it just breaks my map: For some reason, my tilesets on TileZed are red. Not sure what the matter is, but maybe I need to change the version? I had accidentaly installed the 2020 tilesets previously. Also, I had read the missing dirtgrass textures were fixed, so did I download the wrong version again? I have the Feb-07 tiles and march-14 TileZed and worldEd. Thanks in advance for the help.
  8. Hello, Im new to modding and I am trying to add a pistol or revolver to every zombie police officer's inventory to make the game more realistic. Ive used some code from Small Town Responders and from the wiki but nothing seems to be working. I think ive selected zombies using the GetZedX and GetZedY variables and I made an if statement checking if the zombie has either a police outfit, police state outfit or a police riot outfit. Im not sure how to carry on from there, I gave it a go though. The code I used us below. Thanks [spoiler][code] local function ROE_give_gear() -- Gets variables used local GetZed; local GetZedX; local GetZedY; local GetZedOutfitName; --Gets Zombies from world local GetZedList = getWorld():getCell():getZombieLost(); if GetZedList ~= nil then for i=0, GetZedList:size()-1 do -- Get Zombie GetZed = GetZedList:get(i); -- Get Zombie X GetZedX = GetZed:getX(); -- Get Zombie Y GetZedY = GetZed:getY(); -- Get The Outfit The Zombie Is Wearing GetZedOutfitName = GetZed:getOutfitName(); --Checks if Zombie is wearing a police outfit if GetZedX and GetZedY GetZedOutfitName == "Police" or GetZedOutfitName == "PoliceState" or GetZedOutfitName == "PoliceRiot" then local weapon = random(0,5) --generates a random num from 0 to 6 if weapon = 0 then --Gives zed a sidearm and holster depending on number. OnZombieDead.Add("Base.Pistol") OnZombieDead.Add("Base.Holster") GetZed:reload elseif weapon = 1 then OnZombieDead.Add("Base.Pistol2") OnZombieDead.Add("Base.Holster") GetZed:reload elseif weapon = 2 then OnZombieDead.Add("Base.Pistol3") OnZombieDead.Add("Base.Holster") GetZed:reload elseif weapon = 3 then OnZombieDead.Add("Base.Revolver_Short") OnZombieDead.Add("Base.Holster") GetZed:reload elseif weapon = 4 then OnZombieDead.Add("Base.Revolver") OnZombieDead.Add("Base.Holster") GetZed:reload elseif weapon = 5 then OnZombieDead.Add("Base.Revolver_Long") OnZombieDead.Add("Base.Holster") GetZed:reload end end end end Events.EveryOneMinute.Add(ROE_give_gear) --Checks every min, and changes if needed [/code][/spoiler]
  9. I recently decided to play project zomboid again and I seem to cant launch the game at all I boot it up through steam and then it hits a black screen then force quits ive update all my drivers ran the batch file and its seems to not fix anything. I would love to play the game once again if anyone can help me out. If I need to send files just let me know thanks in advance
  10. Folder structure (not sure if this is correct): mods/Better Spear Upgrade/media/lua/client/recipecode.lua mod.info file: name=Better Spear Upgrade poster= id=BetterSpearUpgrade description=Changes the formula for the starting condition of an upgraded spear url= Code: local _orig_UpgradeSpear = Recipe.OnCreate.UpgradeSpear -- get a mix of spear & upgrade item to do a correct condition of the result -- we take the craftedSpear condition and substract the attached weapon condition function Recipe.OnCreate.UpgradeSpear(items, result, player, selectedItem) local spearCondition = 0 local spearConditionMax = 0 local weaponCondition = 0 local weaponConditionMax = 0 local conditionMax = 0; for i=0,items:size() - 1 do if items:get(i):getType() == "SpearCrafted" then spearCondition = items:get(i):getCondition() spearConditionMax = items:get(i):getConditionMax() end end for i=0,items:size() - 1 do if instanceof (items:get(i), "HandWeapon") and items:get(i):getType() ~= "SpearCrafted" then weaponCondition = items:get(i):getCondition() weaponConditionMax = items:get(i):getConditionMax() end end local conditionPct = ((spearCondition / spearConditionMax) + (weaponCondition / weaponConditionMax)) / 2 conditionMax = result:getConditionMax() * conditionPct if conditionMax > result:getConditionMax() then conditionMax = result:getConditionMax(); end if conditionMax < 2 then conditionMax = 2; end result:setCondition(conditionMax); end
  11. I can add parkingstalls without any problems in worlded but ingame they dont spawn any cars. I gave them i name and they are bigger than 4x3 so thats probably not the problem. I searched on google and the indie forums for help multiple times but i couldnt find anything helpful. Please help.
  12. I'm having a repeating crash with a save game. It happened as I went to sleep and time was progressing but every time it reaches 5:00AM game time the game freezes then eventually quits back to main menu after having created a _crash copy of the save. I'm at the point where I'm at 2 months into the game, the crash seems to occur at 2 months 18 hours to be exact. The console.txt file is showing this ERROR: General , 1630461936733> ExceptionLogger.logException> Exception thrown java.lang.NullPointerException: Cannot invoke "zombie.inventory.InventoryItem.setCondition(int)" because "<local3>" is null at InventoryItem.update line:779. ERROR: General , 1630461936733> DebugLogStream.printException> Stack trace: java.lang.NullPointerException: Cannot invoke "zombie.inventory.InventoryItem.setCondition(int)" because "<local3>" is null at zombie.inventory.InventoryItem.update(InventoryItem.java:779) at zombie.iso.IsoCell.ProcessItems(IsoCell.java:2823) at zombie.iso.IsoCell.updateInternal(IsoCell.java:5618) at zombie.util.lambda.Invokers$Params1$CallbackStackItem.run(Invokers.java:37) at zombie.core.profiling.AbstractPerformanceProfileProbe.invokeAndMeasure(AbstractPerformanceProfileProbe.java:71) at zombie.core.profiling.AbstractPerformanceProfileProbe.lambda$invokeAndMeasure$0(AbstractPerformanceProfileProbe.java:83) at zombie.util.lambda.Stacks$Params3$CallbackStackItem.invoke(Stacks.java:230) at zombie.util.lambda.Stacks$GenericStack.invokeAndRelease(Stacks.java:26) at zombie.util.Lambda.capture(Lambda.java:130) at zombie.core.profiling.AbstractPerformanceProfileProbe.invokeAndMeasure(AbstractPerformanceProfileProbe.java:81) at zombie.iso.IsoCell.update(IsoCell.java:5572) at zombie.iso.IsoWorld.updateInternal(IsoWorld.java:3175) at zombie.util.lambda.Invokers$Params1$CallbackStackItem.run(Invokers.java:37) at zombie.core.profiling.AbstractPerformanceProfileProbe.invokeAndMeasure(AbstractPerformanceProfileProbe.java:71) at zombie.core.profiling.AbstractPerformanceProfileProbe.lambda$invokeAndMeasure$0(AbstractPerformanceProfileProbe.java:83) at zombie.util.lambda.Stacks$Params3$CallbackStackItem.invoke(Stacks.java:230) at zombie.util.lambda.Stacks$GenericStack.invokeAndRelease(Stacks.java:26) at zombie.util.Lambda.capture(Lambda.java:130) at zombie.core.profiling.AbstractPerformanceProfileProbe.invokeAndMeasure(AbstractPerformanceProfileProbe.java:81) at zombie.iso.IsoWorld.update(IsoWorld.java:3113) at zombie.gameStates.IngameState.updateInternal(IngameState.java:1612) at zombie.gameStates.IngameState.update(IngameState.java:1319) at zombie.gameStates.GameStateMachine.update(GameStateMachine.java:101) at zombie.GameWindow.logic(GameWindow.java:285) at zombie.core.profiling.AbstractPerformanceProfileProbe.invokeAndMeasure(AbstractPerformanceProfileProbe.java:71) at zombie.GameWindow.frameStep(GameWindow.java:726) at zombie.GameWindow.run_ez(GameWindow.java:642) at zombie.GameWindow.mainThread(GameWindow.java:471) at java.base/java.lang.Thread.run(Unknown Source) LOG : General , 1630462093657> reanimate: saved 0 zombies LOG : General , 1630462093731> Saving GlobalModData LOG : General , 1630462093734> STATE: exit zombie.gameStates.IngameState LOG : General , 1630462093735> EXITDEBUG: IngameState.exit 1 I did remove all mods and the crash stopped happening. I'm assuming from the stack trace that at 5:00AM it's trying to spawn an item into the inventory of something but I don't know what item to try and track down any possible issue. I've gotten 2 months in without any issues and having run a search through my mods folder there are no items (besides the vanilla Katana) which start spawning only after 60 days. Is there any way to help track down what item is causing this so I don't lose this save?
  13. Hey, I created my first map mod but I get a repeating error message when I hover over or select my mod in the mod selector window. I tried to find info on the internet or to read the Console.txt but neither got me any further. When creating my mod I used the following version: LATEST TILEZED, WORLDED AND TILESETS (MARCH 14 2022) I used the following tutorials as a basis: THE ONE STOP TILEZED MAPPING SHOP Daddy Dirkie Dirks zomboid mapping tutorials You may have had a similar error message or can help with my Console.txt. I would be very happy about help Edit: I've seen a similar bug in another mod before. Cabin in the woods Workshop ID: 2732928635 Mod ID: CabininwoodsJoji
  14. My game started to crash after the update so i cannot launch the game anymore. It crashes instantly the game tries to open itself. I think i've tried every little bit of method to fix it but it didnt work. Here's what i've tried so far: -Tried the alternate launch -Uninstalled my mods -Deleted my save files -Checked file integrity on steam -Reinstalled the whole game from scratch *I also tried choosing legacy41.65 from betas on launch options in the steam menu, i was able to get into the main menu but the game crashed again when i tried to enter my SP save file. (I tried this first when i havent uninstalled the mods yet) Before this update, yesterday, i was able to play the game perfectly fine. This update just broke everything for me. I have an AMD system (RX570, R5 1600AF) and every driver is updated, im using windows 10. logs.zip
  15. Hi, i have a problem with textures on car, they are inverted. Idk what to do, I sent here 2 photos below. Maybe you know what to do.
  16. I am very new to this so sorry if I overlooked the answer for this or if its obvious. I am creating a test world to learn the ropes of making maps. I paste my world .bmp file into WorldEd. When setting up TileZed and WorldEd I linked it to the extracted tileset folder from April this year. When I try to convert to TMX I get the error below. How do I fix this? Thanks.
  17. So I have made many buildings but some feel empty like racks and shelves that are empty am I supposed to add to these I see there is thing like books in tile zed or will the game populate the future with art to make it look full. Like in my gas station i placed these fossil racks down looks like magazines would go in them but in the editor they are empty when someone comes here in game with they appear to have items in them if there is actually an item in them?
  18. my problem is with the front most corner and how it looks odd. It seems like it is trying to connect to something else. I just started testing and all for map making so I am not sure if there is something I caused. So I was wondering is there a fix to this or is it meant to be like this and when i go to place a door on the outer wall it like another image loads in with the door as well as shown it the last picture.
  19. From the 41.51 release notes: Is there an example of how we define custom perks (skills) and use them?
  20. As title says, unable to sleep more than once per game session. Restarting game allows me to sleep once more, then unable to sleep again until next restart.
  21. I've been trying to figure out how to display spiffo4.png on the hud, and I just can't figure it out. Here's the code I've been using for testing? require('ISUI/ISPanel'); require('ISUI/ISImage'); require('ISUI/ISCollapsableWindow'); UIImagePanel = {}; function UIImagePanel.new(x, y, width, height, texture) title = title or 'test' text = text or 'Bacon ipsum dolor amet strip steak drumstick shankle jerky frankfurter short loin sausage. Short loin hamburger landjaeger turducken. Pork belly bresaola pork drumstick picanha. Rump capicola pork chop ball tip pork loin.' local self = {}; self.tut = ISImage:new(x, y, width, height, texture); --(x, y, width, height, texture) self.tut:initialise(); self.tut:setAnchorBottom(true); self.tut:setAnchorRight(true); self.moreinfo = self.tut:wrapInCollapsableWindow(); self.moreinfo:setX((getCore():getScreenWidth() * 0.5) - (self.tut.width * 0.5)); self.moreinfo:setY((getCore():getScreenHeight() * 0.5) - (self.tut.height * 0.5)); --self.moreinfo:setTitle(title); self.moreinfo:addToUIManager(); self.tut:setWidth(self.moreinfo:getWidth()); self.tut:setHeight(self.moreinfo:getHeight() - 16); self.tut:setY(16); self.tut.autosetheight = false; --self.tut.clip = true; --self.tut:addScrollBars(); --self.tut.textDirty = true; --self.tut.text = text; --self.tut:paginate(); return self; end and then called with: ISImage:new(70, 70, 15, 15, "spiffo4.png");
  22. I wish b41 was more stable and accesible for low end tech. Have i got a software issue or is my hardware at fault? Or neither and the game just has the issues? Can someone take my console.txt and help me figure out whether or not i can play b41 or not?
  23. I'm trying to reduce the initial Carry Capacity of the character from the default 12 to something like 6, so the first thing you need before starting looting is a bag. How can I target that? There is any specific file I need to change? Seems like it's related to Strength, but I'm not sure how to target that either.
  24. How to reproduce: 1) Start new challenge "You Have One Day". 2) Go back to main menu. 3) Enable any mod in main menu, e.g. "Mod Template". 4) Load the game using "Continue" button. Don't press "Load" button. 5) You will see the red error (bug): ----------------------------------------- STACK TRACE ----------------------------------------- function: preLoadLastStandInit -- file: LastStandSetup.lua line # 7 ERROR: General, 1596264292792> ExceptionLogger.logException> Exception thrown java.lang.RuntimeException: attempted index: OnInitWorld of non-table: null at KahluaThread.tableget line:1684. ERROR: General, 1596264292792> DebugLogStream.printException> Stack trace: java.lang.RuntimeException: attempted index: OnInitWorld of non-table: null at se.krka.kahlua.vm.KahluaThread.tableget(KahluaThread.java:1684) at se.krka.kahlua.vm.KahluaThread.luaMainloop(KahluaThread.java:492) 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.pcallvoid(KahluaThread.java:1807) at se.krka.kahlua.integration.LuaCaller.pcallvoid(LuaCaller.java:66) at se.krka.kahlua.integration.LuaCaller.protectedCallVoid(LuaCaller.java:139) at zombie.Lua.Event.trigger(Event.java:37) at zombie.Lua.LuaEventManager.triggerEvent(LuaEventManager.java:50) at zombie.iso.IsoWorld.init(IsoWorld.java:1980) at zombie.gameStates.GameLoadingState$1.runInner(GameLoadingState.java:242) at zombie.gameStates.GameLoadingState$1.run(GameLoadingState.java:201) at java.lang.Thread.run(Thread.java:745) To reproduce the bug you should enable the mod either in the main menu or in the save, but not in two places at the same time. Anyway load the game using "Continue" button, because "Load" button is buggy at this moment (I've reported it here).
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