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Good day, everyone! I'm playing on the latest stable build 41.78 in singleplayer, and I have an issue with the sound. I recommend you to read this first and then watch the video to have a clearer picture of my issue. I have been building my house for quite some time and ran into one problem with the sound that I get when I enter the house. I have built rooms and the floor above them as a roof to make it, well, isolated from the outer world and create a shelter. The problem is that in two of my rooms in my house (kitchen and freezer) the sound of the outside world is still the same as if there was no roof above them, which really breaks the immersion, even though I have built the roof above them, same with the lighting indoors. The game refuses to create the muffled outdoor sounds inside the building in these two specific rooms. In the video, I also show the actual built roof above the rooms and run around to show that in other rooms the muffled sound of the rain works just fine except for those two mentioned above. Please, check out the video and help me out with this - I have put a lot of effort in this house and really want to fix it... somehow...
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Hi So my suggestion is about better in game voice chat. Basically make the enviroment around you change the way you are being heard, if you are in an open space, then of course you should be heard clearly, but if you are in a seperate room, behind a wall, inside a car, your voice should be muffled a bit.
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please move the gong sound from before the game starts loading to when the "Click to Start" text appears - ... and for good measure, make it audible even if the game is minimised. my personal reason for this is that, I usually leave the game loading in the background since it takes so long for it to load, due to the immense amount of mods I have in my game lol - needless to say, it takes a while to load, and I sometimes even forget that the game was loading, to begin with. having a sound play as soon as the game is ready would be a good quality-of-life addition that I'm sure would be appreciated by a large number of players.
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Every time I use cruise control at 40mph while driving a Chevy Dart the music stops playing. It does not do this at any other speed, I've attached a video of this event along with an image of the cars condition. (Though the video shows it bugging at 45mph it doesn't normally, only if you were going 40mph before hand) OS: Linux Mint PZ Version: 41.78.16 Single Player Vanilla If you need any additional info just ask PZbug-2023-04-11.mp4
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General Info 41.66 stable release Both singleplayer and multiplayer (upstream of getting to main menu) Host or dedicated: N/A Mods: Both fresh install and with mods Repro steps: Just launching game from Steam Library Root cause may be something within 41.66 itself so hard to say how to really repro beyond just launching Actual Result: Was playing until 12:30 AM PST on 2/25 with 41.65, lots of mods (60-70). Working. 41.66 deployed to release branch ~3:00 AM PST. ~12:00 PM try to launch game after downloading, crash appears (Click on green Play button in Steam, app starts to open, quits back out to Steam Library) General troubleshooting Tried using alternative launch, same result (or error / pause is shown in window, see attached txt) Tried launching ProjectZomboid32.exe and ProjectZomboid64.exe from steam folder, also same result Tried verifying local files, no change in result Properties attempts Did some digging online, tried using '-nosound' and '-novoip' in properties -novoip no effect -nosound, game launches successfully, albeit without audio Disable Audio Devices/tweak frequency attempts Removed those in properties, tried disabling all my audio devices (Realtek sound card, elgato capture card, Corsair wireless receiver, LG TV speakers, NVIDIA broadcast): No effect, still same result In Windows Sound Settings, adjusted frequency of only audio output device plugged in to 16-bit 44 Khz and 32 Khz as recommended in this thread. Unplugged USB microphone. Unplugged wireless headset receiver (not an option as output nor input). Same result. Fresh Install attempts Unsubscribed from collection of mods Uninstalled game Clean install w/ 41.66 - no change Removed everything in c:\users\xyz\zomboid\ aside from saves - no change Revert to 41.65 w/out mods, works Still on 41.65 re-subscribe collection of mods, enabled all of them, works (client launches, hosted server works, etc.) Expected Result: Game should launch with 41.66 installed if no changes to hardware devices or no other new sound/audio applications installed Misc notes/speculation: Given error messaging, something to do with either the new voip features, FMOD, or noiseworks. Beard has mentioned: Similar if not same issue in reddit thread; last commenter even talks about openal/fmod fmod version:20204 LOG : General , 1645820991380> 1645820991380 fmod: System Create: OK LOG : General , 1645820991395> 1645820991395 fmod: Create DSP for capture sound LOG : General , 1645820991395> 1645820991395 fmod: ERRPR: FMOD_System_CreateDSP return 30 LOG : General , 1645820991397> ERROR: FMOD_System_CreateChannelGroup exception:An invalid object handle was used. ERROR: General , 1645820991398> GameWindow.uncaughtException> Unhandled java.lang.RuntimeException thrown by thread MainThread. ERROR: General , 1645820991399> ExceptionLogger.logException> Exception thrown java.lang.RuntimeException: getBankCount() != FMOD_OK at javafmodJNI.FMOD_Studio_System_GetBankCount (Native Method). Message: Unhandled java.lang.RuntimeException thrown by thread MainThread. ERROR: General , 1645820991399> DebugLogStream.printException> Stack trace: java.lang.RuntimeException: getBankCount() != FMOD_OK at fmod.javafmodJNI.FMOD_Studio_System_GetBankCount(Native Method) at fmod.fmod.FMODManager.initEvents(FMODManager.java:643) at fmod.fmod.FMODManager.init(FMODManager.java:171) at zombie.GameWindow.mainThreadInit(GameWindow.java:493) at zombie.GameWindow.mainThread(GameWindow.java:468) at java.base/java.lang.Thread.run(Unknown Source) pz_launch_debug.txt
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Right now, noises are played relative to the character instead of to what the screen is showing. So if, say, there's a zombie to the LEFT of my character but I pan the screen so that the zombie is CENTERED, I will still hear the zombie's sounds to the LEFT. Or, when checking if the coast is clear, I may pan the screen PAST a zombie that is to the character's LEFT, so that it now shows to the RIGHT of the screen. In this case, I will still hear the zombie on the LEFT side even when it's to the RIGHT of the screen. This is confusing, and even dangerous when fighting in a zombie-heavy area, since it is not an audible representation of what you are actually seeing.
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First of all, let me say that me and my friends are very happy to be playing together on this build. Finally after years we can play coop again. So, to the point in question. I encountered some type of bug that keeps repeating the sound like short-circuiting a car, drinking liquids and other actions the player makes, even after the act is done. It seems to be stuck to that player, so if you move away from him it stops, and moving closer starts the loop again. It is annoying, but didn't cause any one problem. We also encountered a bug that, when trying to cook with a stove, the sound of it starts looping ramdomly and after some seconds it's just "clicking". Our hosted server (not dedicated) also crashes after some time after turning on the stove and listening to the sound of food beying cooked. If i remember correctly we tried an assortment of foods prepared in a cooking pan and frying pan on a greenish stove. We didn't check the microwave or any other barbecue stove for the same inconsistency. Curiously, the server sends a message that it was correctly shut down and the progress in general is saved, but it seems to load things before the stove was turned on, so the container with food is still inside it, just uncooked. Hope this feedback helps and good luck to you devs!
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With the new update the vehicles accelerate slow when driving forward, but they accelerate way faster when driving backwards. The vehicles when driving in first gear, they going immediately to 3000rpm. And it stays there until you hit 30mph. 2 gear 3500rpm. And so on. It does the same in cruise control 5mph. 3000rpm 25mph also 3000rpm. Before the update the vehicles and the sound behave more dynamic, now it feels more static.
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just something simple but very quality-of-life-ey: please move the sound trigger from after clicking "Click to begin" to as soon as "Click to begin" pops up - or better yet, make a sound when the game is ready to be clicked to begin.
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I did a quick and cursory search and found nothing much on these topics so I figured I'd suggest a few small ideas! Survivor Door Blocking - The concept is simple enough, right click the door and block it via leaning your back onto/pushing up against it which would keep the zombies from pushing it down for a short time. I assume this would make it take less damage over time, with the caveat that holding it for too long until the zombies break it would basically have you swarmed; maybe even knocking you down when it breaks. I've given this idea some thought and in my opinion the best way to balance it would be as an emergency procedure; scaling the reduced damage to the door with your characters strength, over time as the zombies bash the door down you would gain stress, and panic, as well as exert yourself. Maybe this is asking a bit too much, or asking for something unnecessary, but I legitimately think it's a cool feature and could also prove to be very immersion building in multiplayer if the idea was implemented. (On a side note, I'm sure someone's already asked but I second any suggestion to add in using chairs to put under doorknobs and block doors that way). Speed Bumps - I don't know about you, but in my residential areas and in some more urban city-like areas we have speedbumps all over the roads, almost every 200 feet. If placed correctly, those could act as a cautionary danger for those of us who tend to drive too fast in our cars while out looking for loot; damaging the wheels or suspension if you go over them too fast. May even make some people think twice about using their car EVERYWHERE they go, and change up the gameplay a little. Junk Distractions - A good concept for a bit more tactics in interaction with zombies could come from the use of junk items and other set pieces to cause noises or temporarily block areas. Being able to throw tin cans and empty soda cans once they're fully consumed to attract zombies with the clanging noise - throwing empty glass bottles for a bit of a louder noise - and knocking over trashcans/shelves of items could cause a larger crash that also spreads any items in them on the floor while also providing a new static object for zombies to have to traverse over; in essence giving you a bit of extra time to distance yourself from the pursuing zombies while they traverse over the object at the cost of MAYBE luring new ones to your location. Thanks for taking the time to read these suggestions, I'd love any feedback if possible. I mainly decided to bring these up since I had it in my head that the first and third suggestions would look really cool in the games art style and animation style - so there's that lol. Best of luck developing this great game! - Doc
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The newest edition of Survivor Radio brings you MUSIC! Coming soon, Voice Acting! Catch it on TVM, 93.4 and ... on a secret channel only available on walkie talkies! [PLAYLIST] Come As You Are -- Nirvana 40 oz to Freedom -- Sublime Enter Sandman -- Metallica Gimme the Loot -- Biggie Smalls Radar Love -- Golden Earring The Pot -- Tool Paranoid -- Black Sabbath Don't Worry, Be Happy -- Bobby McFerrin Carry On My Wayward Son -- Kansas Personal Jesus -- Depeche Mode Mama Said Knock You Out -- LL Cool J Alive -- Pearl Jam Man In The Box -- Alice in Chains Losing My Religion -- REM Creep -- Radiohead Live and Let Die -- Guns and Roses Good Day -- Ice Cube Far Behind -- Candlebox Sober -- Tool Sunday Bloody Sunday -- U2 Danger Zone -- Kenny Loggins Hungry Like the Wolf -- Duran Duran I Ran (So Far Away) -- A Flock of Seagulls Shout -- Tears for Fears Nimrods Son -- Pixies House of the Rising Sun -- The Animals Rooster -- Alice in Chains American Jesus -- Bad Religion Immigrant Song -- Led Zepplin Roll With It -- Steve Winwood Rebel Yell -- Billy Idol Somebody to Love -- Jefferson Airship Hotel California -- The Eagles I Heard It Through the Grapevine -- CCR American Woman -- The Guess Who [IMPORTANT STUFF] -You have to catch the start of a broadcast for the sound files to play. There's no way around this currently. Sorry -Fast forwarding will mess with the duration of the text lines and will cause songs to either cut short or overlap. -Turning off a broadcast will basically prevent you from listening to it, I suggest using mute if you need to shut it off temporarily. -This will conflict with the Old Survivor Radio, make sure that it's not enabled. -If you're having issues with errors popping up when it should be playing music, exit the game; go to where the mod is stored on your computer and take the RadioMusic Folder and put it in C:\Program Files (x86)\Steam\SteamApps\common\ProjectZomboid\media\sound\ ---------------------------------- Adds the following radio stations: 93.4 (with DJ Erin Fontaine, a survivor who likes to play music for you.) 92.6 (Bob + Kate's radio frequency) 101.4 (with Reverend Dan who likes to read scripture and play gosepl music.) 95.2 (?????) 91.8 (the Blind Justice Gang's frequency) 88.8 (The Godess of Secrets radio Frequency) 102.2 (Hilltop Colony) 105.8 (Classified) 104.4 (Mike Lopken) 101.6 (Dianne Caldwell) 103.6 (Max Stone) Also adds a couple TV channels: TVM (plays all music) KBC (which will have The Big Lebowski) ZBS (Has Star Trek: Next Gen) 213 (Haunted channel that has Twilight Zone) AniNation (Cartoon Channel that plays some stuff I made up and kids commericals) Action Classics (With Pulp Fiction) https://steamcommunity.com/sharedfiles/filedetails/?id=2017654378
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It would be great if the radio and TV texts with a voice.
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I've just about clocked my 24th hour on the current IWBUMS build, with 100+ prior plus a handful more from the Kate + Baldspot versions. I'm really enjoying the new mechanics and features so far; the following is a bunch of things I hope to see changed/added. Beyond the list of commonly suggested suggestions (Some of which I will be reiterating), I'm somewhat ignorant of currently planned features and content, so I apologise if any of this already is. Likewise I'm going to ignore developmental constraints and engine limitations for the time being and present everything as I'd like to see it. Where stats and numbers are concerned, in most cases I'm pulling them out my arse for examples' sake. Anything marked with *, even I think might be too complex to be worthwhile Sandbox - Weighted "Random" Zombie attributes, and/or zombie type definitions & Loot Rarity options This is probably the most simple suggestion here, and the one I feel most strongly about so I'll start with it - the customisation options regarding zombies are quite limited. In short, I'd wish for the player to be able to weight each attribute to their pleasing. For example, I could choose for 5% of zombies to have the ability to navigate + use doors, while 10% are sprinters, 20% are blind, etc - making them unpredictable, without having an overwhelming number of zombies with or without X and Y properties. As for zombie type definitions, you create several rulesets and again, weight them for incidence. For example, my Type 1 Zombie constitues 80% of the population, and I go with the standard lore for them. For the remaining 20%, my Type 2 Zombies are weak, blind sprinters with a hightened sense of smell, but they are unable to pass on the infection. This could go so far as to be targeted to existing zombie types, eg. the player could choose for firemen zombies to always be strong, police zombies will always have better eyesight, military zombies will always be sprinters etc but I digress. The same could apply somewhat to vehicles. For example I'd like to be able to set parked cars to either have 0 fuel or 10-100%, and in generally fine condition, but are almost certainly locked and alarmed - While survivor vehicles will be beat up, either out of fuel and/or too damaged to start, and never alarmed Also, being able to allow zombies to use (melee) weapons would certainly be interesting. As for loot rarity settings, I'd like to see them further divided; "Weapons" into Melee, Firearm, Ranged, Ammunition ; "Other" into Medical, Crafting, Books, Electronics etc. Food is fine as it is I suppose. Sound This was pointed out in another thread, but there's quite a disconnect between the sounds the player hears, and those heard by the zombies. Doors opening and closing are, as far as I can tell, completely silent as far as the zombies are concerned, but early on I remember being very hesitant to touch them because I hear them. For this case, the player could have a toggle to open/close doors quietly, taking longer to do so in the latter case. More importantly, I find that it's practically impossible to tell how far north/south a sound is coming from, while East/West seems easy enough. The sound of gunshots seems to travel much further than the player hears. Sounds produced inside or from behind buildings & obstacles are muffled for the player, but I can't tell if this is the case for zombies. If it isn't, I'd hope that changes. Firearms - Dirt vs Condition The most common cause of a firearm malfunctioning beyond mishandling is dirt and debris entering the action, rather than outright damage. Simply enough, firearm condition would take a loooong time to degrade unless they're directly damaged (And the more degraded its moving parts, the quicker it will damage its self) - but firing them, crawling through woodland with them on your person, dropping them and splattering zombie guts all over them would all contribute to increased dirt. At low levels, just water can be used to clean it. But for a seriously gunked-up firearm, it'd necessitate disassembly, cleaning with water and tools, and re-oiling. If we want to go really into depth with it, as if we weren't already, you wouldn't just be able to duct-tape the working parts back into functionality. Rather, you'd be able to strip the components from compatible weapons in the same fashion as the vehicle mechanics currently work; My M16's bolt is damaged - I need to find (or manufacture, good luck?) another. My shotgun's stock is cracked - That I can fix with wood-glue or duct-tape. Where applicable, mechanics, metalwork and carpentry skill would factor in. Suppressors Yes, it's been suggested many times (even by myself) and somewhat definitively shot down, but while I'm here I'd like to reiterate why I think they'd be a positive addition, while addressing some of the misconceptions around them as applied to Zomboid. To get that bit out the way first: A suppressor does not make a firearm truly silent - far from it. All the mods that include them, to my memory, had them completely nullify the volume of a shot. This is uninteresting from a gameplay standpoint in addition to being almost entirely unrealistic. So with that said, what is the need for suppressors in the game? Currently, firearms are in a weird place. In reality, they'd probably be one of the most valuable tools attainable, or at least would appear to be as evidenced by how high novice players especially tend to place them on the priority list. Throughout most of the game however, they're practically irrelevant especially as weapons. If you're in a situation bad enough to warrant their use, firing a few shots is almost always going to make it even worse - the only real exceptions being very remote areas. Ultimately, firearms' utility boils down to them being an on-demand loud noise that can be used to kite zombies away from your intended destination. That is until you've stockpiled enough guns, ammo and if MP/NPCs, people, to use them to clear out the entire cell's worth of zombies that will be attracted to the noise. How would I have them work? -* The noise of a shot is divided into two components - The report (The gunshot its self, the radius surrounding the shooter in which the shot is heard) and the bullet (Noise in direction of fire, extends beyond distance of report radius) - To (poorly) illustrate: - The best suppressor reduces the volume of the report by up to 70%, the distance it travels by up to 60% - dependent on calibre. In other words, the already-quieter and weaker guns would get the most volume reduction; the louder and more powerful a firearm the less benefit a suppressor would convey. - *Subsonic ammunition (where the "standard" round is otherwise supersonic) can be used to decrease the volume of the noise generated by the bullet, whether or not it's suppressed - *at the cost of range and/or damage. - Military/commercial-grade suppressors can be found. Extremely rare, most likely found in military storage/NPCs/zombies - Absolutely minuscule chance of spawning in homes or already attached to firearms - Several levels of improvised suppressors can be crafted, contingent on Metalwork and Mechanics skills - possibly necessitating a skill magazine too - *Military/commercial suppressors are caliber-specific. Crafted suppressors are generic until attached to a firearm. - Suppressors have durability; The more they degrade, the less effective they are (But they will always keep a firearm quieter than otherwise). *The higher the calibre, the more quickly they degrade. A commercial-grade suppressor will last roughly 500 shots before its effectivness bottoms out, while a top-tier crafted suppressor will last roughly 300. - Using a suppressor increases the chance of a firearm malfunctioning and/or increases rate of firearm degradation/dirt gain through firing. *The more crude the suppressor, the greater its influence on degradation/malfunction/dirt. Even with the quietest possible firearm, you wouldn't be able to use it with impunity just because it's suppressed - it'd still be heard for a block or two, but toward the edges of that radius it might not be so loud as to overpower everything else a given zombie is hearing. So for more sparsely populated areas as well as the interior of large buildings, using a firearm becomes much more viable beyond kiting - using a suppressed gun in an emergency would stand a much greater chance of getting you out of it without attracting too much more attention. Bows In the same vein as suppressors, bows and crossbows would make for an interesting addition; Again there would be craftable and non-craftable variants. Compared to (even suppressed) firearms they'd be relatively quiet and more sustainable in terms of ammo consumption. However, they'd be much more difficult to use than firearms, with generally shorter range - though their relative quietness would allow you to gain more experience in practice. I feel like they could use their own set of skills, but that might be going overboard. - Short Bows: Short range, low damage, quietest, decent refire rate, low exertion. Crafting requires beginner carpentry. - Long Bows: Longest range, middling damage, middling volume, slower refire rate, highest exertion. Crafting requires intermediate carpentry. - Crossbows: Middling range, highest damage, loudest, slowest refire rate, middling exertion. Crafting requires intermediate mechanics, beginner metalwork and beginner carpentry. Again, the ability to craft them could be contingent on skill magazines. There could be several varieties of each type, particularly amongst "found" ones, each modifying some of those stats. For example a modern composite bow might be a lot quieter, a modern crossbow pistol might be much faster yet do less damage. I don't know much about archery, but I imagine it's even more bottomless pit of possibilities than I'm presenting here. Vehicle modification & repairs I won't go too into depth with this one, but it essentially boils down to weaponising and up-armouring vehicles. Create a plow and strap it to the front to reduce slowdown and damage caused by mowing down zombies (And humans!), bullbars to reduce collision damage, weld bars across windows and windshields to protect them (reduced visibility?), metal plating on bodywork to protect components and occupants from firearms. Would require metalworking and mechanics skills where applicable. I would like to see the ability to repair bodywork- minor dents would only require a hammer, while more serious damage could be patched over with metal sheets and such. Of course, all that added weight will reduce acceleration, max speed and increase fuel consumption. To go even further with it, you could frankensetein cars together, eg shove a V8 into a hatchback and become an accident waiting to happen. Medical & Physiological I feel like wounds are too easy to disinfect, and antibiotics are a get-out-of-jail-free card should you be unable to disinfect them. I think that for the more persistent injuries you should have to disinfect them multiple times - and regardless, that there should still be a chance of infection dependent on First Aid skill and the quality of dressings, especially if you're still fighting zombies or pissing about in the mud. As for the zombie infection, again I'm aware it's a definitive "no" for a cure, but I feel like giving the player a death sentence with no way to come back from it kinda sucks. Eating plenty could help delay it, amputation could prevent it spreading (but that's a pretty tall order considering the development implications). Beyond that, I think the best compromise would be a drug that can delay it perpetually so long as you have a supply, necessitating a sorta gun-to-your-head approach in getting your next dose. It'd have to be very rare, but maybe there could be a chemistry skill allowing synthesis of this drug at the highest level, with some difficult to acquire/sustain ingredients - in addition to allowing synthesis of disinfectants, medicinal drugs and alcohol. I've also found it a lot more difficult to lose weight in PZ than in reality - I've lost 7kg over the past two months, and as soon as I started maintaining a calorie deficit it started dropping - This doesn't seem to be how it works in-game, with some weird long lag period between not eating and losing the weight. There's no real reason a full day of not eating should not result in weight loss. For relatively minor arm and hand injuries (scratches particularly), I find attack speed is diminished way too much - Adrenaline and the instinct for self-preservation are going to take precedence over keeping such injuries safe in the face of a handful of zombies. I'd rather they diminished accuracy, with only lacerations or anything more serious affecting attack speed. Also rather than the speed of the entire process being reduced, I think it should just be recovery - so the length of time between swings/stabs stays the same, but there's no delay between starting and connecting the attack. Having wounds re-open as a consequence of fighting while injured would give this more depth too, though it could possibly be too frustrating. Improvised Armour & Tailoring As I understand it the protection system is still in its infancy, but again the depth it could go to is endless. Improvised armour could be modifications to existing clothing items, or stand-alone clothing items in themselves. Why not both, beyond the countless hours to code it all and create art? Facetiousness aside, improvised armour would be applicable to each body part that can be damaged. It could be made from all sorts - the heavier the material/larger the piece, the larger the debuffs to movement speed, exertion and/or attack speed dependent on which body part they're worn on, but the greater the protection. So you could be a walking tank but the moment you have to run you're buggered, or you could travel very light and get bitten by the next zombie you encounter, or anything in between. Ballistic protection With armoured vests already in the game and NPCs on the way (or already here with Super(b) survivors, not to mention PvP functionality in MP), ballistic protection has a role to play. Most items that can protect against scratches and bites would likely be useless in the face of a bullet - however some types of improvised (if implemented) or found armour might be better than nothing. Eg. a shot to a flak jacket might cause what would otherwise be a bullet wound to be a bruise. Having both entry and exit wounds possible would also be interesting. Traits Some traits I think should be able to be acquired through gameplay, especially across in-game years, eg. near/far-sightedness, deafness (esp. if you've been in proximity to firearms being shot). As another example, if you smoke too many cigarettes too quickly, you gain the smoker trait; If you abstain, you lose it (after a long time). I feel like athletic, strong, stout and fit shouldn't be traits at all beyond defining your character's starting attributes, and from there would be defined by diet and exercise as with over/underweightedness. Desensitisation could occur after X time in a panic state, with that time lengthened by the Coward trait and shortened by the Brave trait. Professions I feel like some of them are quite lacking - they give you a leg up compared to a traitless, professionless character for sure, but I don't feel like they anywhere near fully reflect the experience someone in that given line of work would really have. For example, I'd imagine a combat veteran to be much more than 20% better than the uninitiated when it comes to all things firearm, and to have some experience with construction, greater aptitude for figuring out improvised explosives. A carpenter by trade would be able to make something much more refined than a bunch of wooden planks assembled into the form of a chair Quality of life/"minor" feature/content wishlist - (Toggle to?) Automatically drop vehicle components when removed - Wheels, brakes, suspension, seats, gas tanks, doors, windows etc. - Allow queueing of constructions eg. walls - Allow all interactions with wounds at all times (assuming I have the requisite supplies) so I don't have to wait for eg. a disinfect operation to complete before I can queue up the bandage. - Almost all clothing items should, imo, provide some scratch and/or bite defence even if it's 1-5% - Leaving car key in ignition drains battery - Skill books renamed to <Skill> for Beginners, <Skill> for Intermediates for better sorting - Maps renamed to Map of <Location> - Annotated maps suffixed with (Annotated). Eg. "Map of West Point (Annotated)" - Welding mask functions as apparrel face item - More options regarding meta events, ie. Frequency, cut-off dates etc. - Generally increase range of firearms - With the Aiming skill given by the Police profession, you can't even attempt a target across a road which I find to be silly. - Different types of belt with greater capacity - Ejecting a magazine from a firearm should not immediately replace it if another is available - Eg. I'll pick up a pistol that I intend to throw away to nick its mag, only to load one I was carrying with me into it - Fix for eating, smoking or otherwise performing animated actions that still allow you to move, the player-character stops every time they change direction. - Aiming/looking/sneaking should be able to be performed while crouched, instead of standing up to do so. - Switching equipped items via the belt possible while sprinting, with a chance of dropping it dependent on All Thumbs/Dextrous trait, and Sprinting skill - Reloading firearms possible while jogging, with a chance of dropping the mag to load dependent on All Thumbs/Dextrous trait and Reloading skill - Bandaging/disinfecting arms, torso and head possible while jogging, with a chance of failure and/or dropping/wasting the bandage/wipe/disinfectant dependent on All Thumbs/Dextrous trait and First Aid skill - A proper equipment/clothing UI, similar to the Medical menu instead of sectioning off part of the existing inventory list - More in-depth categorisation of items, eg. medical supplies, construction/crafting items etc. - The ability to "Loot/Transfer All in Category" when mousing over a given item in container/inventory - Ability to change sandbox settings in SP - Button to leave the current car's key in its glovebox - Keys spawn for ALL vehicles - but they might be on a zombie on the other side of town - or a different town - Vehicle cruise control - Wire Cutters to cut holes in wire fences - Jimmy vehicle door locks with screwdriver, pry locked doors open with crowbar - high chance of destroying the lock, room for a skill/trait to factor in - Reading in darkness takes longer, increases boredom gain - at some point it becomes impossible to read - Reduce exertion of Wood Axe, currently feels more efficient to use regular Axe to chop trees NPC/Meta/Story events - Special Forces/Hazmat teams investigating certain sites, analysing zombie corpses, downloading computer data, extracting VIPs and such - If suppressors ever get in, they'd have them, and they'd shoot survivors on-sight. Good loot on them but practically impossible to kill without an army of your own and/or severe manipulation of the zombie hordes - And that's if you even cross paths with them in the first place. - Helicopter crashlanding - would havefer a decent stock of relatively obscure supplies, at great risk. Could have some more worldbuilding/story items on board. After a given length of time, the wreck could be destroyed and its important contents recovered by aforementioned SF teams - especially if there are survivors of the crash. There could also be civilian variations, a news chopper for example. - Injured/imperiled survivor(s) on ham radio asking for assistance - Survivors intending to rob you, using above as a lure as one option So, that's a big old text dump. There's probably a lot more I could add to this list that currently escapes me. And of what's already here, there will be a lot that each of you will disagree with, but please do mention anything you would really like before you shoot the rest of it down. But beyond that go crazy, it's a lot more effort for the devs to implement any of this rambling than it is for me to think and type it up.
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Now only support and locked to 2 channels, and no way to expand to more channels. If it can support up to 8 channels or more it would be super great!
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Hi, this is not a real problem and shouldnt be on the priority list, its just something that i noticed and wanted to share. (english is not my main language so sorry if its hard to read ) So, i noticed that the Thunder Soundtrack was recorded inside of a building or something like that because you can hear water dripping on the ground right after a thunder if you listen carefuly. (imagine a broken pipe from where water drops down on the concrete inside a building, while you listen to the rain with a open window) Its not that big of a deal, but if you are walking outside of a building, like a forest or so, and hear the water drop on concrete, it will sound odd. I mean you can clearly hear that sound, and i analysed it for some time now so thats why i'm making this post. It would be great if the Team could like "remove" this backgroundsound from the Thunder Soundtrack or something like that. (sory for this strange post lol)
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This is weird, sometimes sound playing and sometimes not... it's a cooldown feature or bug? i remember builds ago sound playing ever when select another itemcontainer. This happen on SP, not tested in MP.
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Hi! Is there a way to change the alert Sound? You know, the sound that is played when you see a Zomboid. I would like to have the MGS Sound. I found something here: https://www.reddit.com/r/projectzomboid/comments/3afu7p/how_do_i_disable_this_specific_frustrating_sound/ But that didn´t work. I don´t have any OGG files. Only BANK files. Don´t know how to replace something :-S
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Recipes: Butcher Small Animal Butcher Rabbit Butcher Bird They have PZ_FoodSwoosh sound... needs to be changed to SliceMeat.
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I really like the addition of the Hot Beverage evolved recipe, as now you don't need sugar to make a tea or coffee and you can also mix it with milk, honey and even more possibilities for future additions/mods. You can also add poison or rename it as any other recipe, which is a nice addition as well. However, what I currently don't know is the purpose of the older Hot Cuppa and the relatively newly added Cold Cuppa recipes, at least that couldn't be replicated with the evolved recipe? Generally the old recipes got removed by the time evolved recipes replaced them (boring soups etc.), so why extend the old one? Currently Hot Cuppa give (way) more bonuses, to the point it's slightly OP, but that should be easy to adjust in evolved recipes. The only way that can't be recreated easily is to use kettle (which requires preheating), but really – it a survival game where you don't currently even use forks and spoons, you could as well preheat it otherwise (not to mention that you can preheat kettle in microwave or ovens that lack burners, plus the recipe doesn't makie it clear you have to preheat the water), and even if the mechanic of doing your hot drink proper way with the kettle get to be implemented, guess it could be a proper way, preferably with eating food on plates and kitchenware . Plus the old limitations stay, that is requirement for sugar and hot cuppa never cools down while cold cuppa can never be heated. Either way, back to the actual bugs: it seems that you can add infinite amount of sugar to your drink, as seen in the attached screenshot below (I've yet to see if there's a limit for this monstrosity) and that's one hell of a diet drink – ton of sugar and 0 carbs! I think the problem stems from the fact that sugar is still a drainable, not food. It also makes it so it doesn't have any carbohydrates in it. I already suggested making sugar food item, and seeing how coffee and tea bags became food, can't sugar be one as well? Preferably a spice, similar to salt, pepper, ketchup, mustard, marinara, mayonnaise and hopefully remoulade in future. Would be cool to have option to use it in more evolved recipes too. Finally, sound cue for making or adding ingredients to Beverage recipe should use a pouring water sound instead of the usual chopping sound.
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40.3 Carpentry sound cue playing when disassembling metal items
Faalagorn posted a topic in Bug Reports
It seems that the carpentry (sawing) sound cue plays instead of the welding one (the one that's used for barricading with metal sheet for example) when dismantling metal items. It's similar to the cutting sound cue playing while preparing hot drink I mentioned in this bug report: https://theindiestone.com/forums/index.php?/topic/24212-issues-with-hot-drink-recipes/ -
Hello, I had a great idea to import(or)replace some new music into my Project Zomboid game, does anybody have any clue how to do this or if it is even possible? If it is, I would really appreciate a guide or tutorial as I have not even tried making my own mods for Project Zomboid so you can understand why I would need some help.
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I'd like to find a way to make a mod that changes the ambient sounds with seasons. Such as when the leaves change in autumn you'll hear leaves rustling, maybe less bird songs and more crows or geese as birds migrate, etc. Then in winter the sounds might change to more cold wind, less leaves. In spring maybe the sound could be more birds, and in summer more insects. I think it would really improve the immersion and atmospheric-ness of the game. What do you all think? I've tried editing the .bank files but I don't know scripting well enough to make these changes happen in game. Any suggestions?
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Hello! I drove on new cars, tested the update and crushed the zombies. I wanted to see the possibilities of the car. I opened the windows, moved to another seat, looked at the amount of gasoline, and then came to the radio. I turn it on and I understand that there is no sound, but instead of a sound, the text line is running. Of course i know that this is a game style «project zomboid»! But! But! But you can't imagine a huge desire to destroy the dead along with quality atmospheric music content! The one who watched the series called "walking dead" probably will understand me. Under the musical accompaniment, I don't mean any musical tracks, it can be simple melodies as well as those that are now involved in the game. Considering this idea, you can also add some simple sound for TV. It can be just a hissing sound with an illegible voice on the background. It can also be a variety of other extraneous sounds, like the squeaking of a microwave or an open faucet with water. (I confess, I don't remember maybe this sound is already in the game). The bottom line is, I think this absolutely does not break the general style of the game! You know in the game a «project zomboid» in principle, not many sounds... But it was very important for me, to hear in the game the sound of broken glass, recharging weapons, screaming zombies or a distant shot. I also understand that you are busy with more pressing questions. Like the animation (which we are waiting for) or the same machines, but I ask you not to forget about the importance of sounds, this invisible factor plays a very important role! I think that such a simple soundtrack, in my opinion, is simply necessary in order to feel this wonderful atmosphere of this wonderful game. Thank you, the creators <3 Sorry for my English Yours faithfully, the guy from cold Russia.
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Hi, Your work on this game is awesome. i search on other suggestions before, but found nothing, sorry if i talk about a thing an other time. I post electricity and plumbing separated to not to shuffle discuss. Openable mailbox (type container/bag) Implemented(plant on a crossroad with letter to be find by survivors or for "village" communication) Record and play sound (Mic) with tape player or phone. add to transmitter radio to diffuse audio message. infos/menu on other players, already discussed but : "visible items" on mouse over (cloth, bag, handed and apparent wounds or infection) exchange (and whisper chat) window capacity to bite players when infected All opinions and comments are welcomes !
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- bite
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