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  1. I noticed when you hook up cars to cars the towing chain is invisible. So I think the chain should be visible as in actually modeled and textured. If you have an invisible chain then it looks like the cars are just floating together which doesn't look right.
  2. I think it'd be awesome to be able to customize makeshift weaponry for your vehicles in the game. Like weld some armor plates main body of the vehicular particularly the doors. That'd be nice protection. Some reinforced bumpers with spikes to slice up the zombies as you ram into them would be great! Some open/closeable gun ports would allow the player to shoot out of the car and be protected. They wouldn't overpowered since they'd still be damageable plus they'd take a lot of resources to make the protection for.
  3. So, I have spent a while testing vehicle damage on debug mode and looking at the Lua code and I have discovered I few things about vehicle damage that might be useful to other players and modders and I wanted to share it with you all: * The system for wear and tear of parts is quite similar to the one for weapon damage in the sense that there is a strong aspect of random chance to it. A random number is generated every "update" and if you get an unlucky roll the part will be degraded a little bit. * Vehicles only degrade while they are being driven. Your tires don't lose pressure over time while parked or anything like that. Edit: Some notes on this; I am referring only to tires, brakes mufflers and suspensions here (which are most of the parts that actually degrade with use), your engine can still degrade over time if left running (so long as the hood is absent or at 0% condition) and you can still lose gasoline from a damaged gas tank (so long as the engine is running). I also did not test if parts degrade on a vehicle that is being towed, but I would assume yes. * Tires will sometimes lose pressure when you are driving the vehicle, though. * The speed at which you are driving and how hard you are steering are important factors that greatly impact the chances of wearing down your tires, suspension and brakes. The faster you are going and the tighter the turns you are making, the higher the chance of getting a damage 'tick' to those 3 types of part. * It is still unclear to me, however, if driving slowly will necessarily result in less wearing down of parts per distance traveled, since traveling for a longer time should result in a larger total number of 'updates' that can potentially cause damage each. * Brakes suffer wear and tear quite fast. The code does have increased chances for damage ticks when braking at higher speeds, but in practice I have experienced high damaging even while driving relatively slowly due to the effect I stated above. * Driving offroad massively increases the chances of wearing down your tires (up to 13x more). * Mufflers will suffer wear and tear under the same circumstances as your suspensions. Presumably to simulate it hitting the ground on a bumpy road. * The bumping from driving over corpses does not seem to actually deal any damage to your suspension or tires. It's purely a audiovisual effect for the time being. * As of yet, it doesn't really seem like the suspensions take more damage when they are being driven offroad, over the curb or anything like that. * All of the parts can only take integer damage (i.e. full numbers), there isn't a hidden 0.001% damage that your parts are slowly taking all of the time or anything like that. * The vehicle's battery and gas tank are somewhat an exception to this rule in that the battery charge and gas amount are each defined by a float number (Not their actual condition though, that is still an integer). * The amount of fuel consumed by an idling engine is very small, practically negligible and quite unrealistic. It would take many days to empty a full tank this way. * Despite patch notes stating that this bug has been fixed, parking a car near an active generator seems to still charge the battery. Looking at some of the code found in the 'Vehicles.lua' file, this seems very much intentional, rather than a bug. Edit: This is no longer the case as of version 41.73, I might have gotten my patch note versions mixed up, sorry about that. * The whole way power is consumed is very unrealistic. Headlights, radio, lightbars and sirens each consume the exact same amount of electricity each, whereas in the real world a set of automotive incandescent lights would consume something on the 100 watts+ range and a regular radio only 20-40 watts. Leaving your headlights active should completely drain the charge of even a modern vehicle in less than a day, but in Zomboid it takes about 5 days for headlights to achieve the same. The AC consumes more electricity than the rest, but not much more, whereas real life vehicular AC systems work on the KiloWatt range. The engine starter is the worst offender as starting your engine eats up a huge chunk out of your battery charge (2.5% total). Old car batteries from the 90s could hold 600 Watt/Hours worth of charge, whereas a car engine starter consumes 1kW, so a full battery should be able to power a starter for 36 minutes straight which is enough to start an old and stubborn-to-start engine half a dozen hundreds of times, whereas in the game you can only start the engine 40 times on a full battery charge which is more than 10 times less efficiency than what you should get even with the technology from the era and forces you to to leave your engine running constantly when you really should be worried about saving gasoline instead. I really wish the devs would change this to be more realistic. Sorry about the mini rant... * Honking doesn't seem to consume any battery charge at all. * The condition of the AC/Heater doesn't seem to affect anything, it still works fine even at 0% condition. Probably a bug or oversight that will eventually be fixed. * Having closed or open windows does affect the temperature inside your car! Closed windows will make your car be very hot during summer days and lukewarm during the winter. Open, smashed or removed windows will equalize the temperature with the exterior and prevent the AC from working effectively. This is a really neat feature! * Some vehicles have far more powerful AC/Heaters than others. The Mercia Lang 4000 seems to have the most powerful one of all. * The AC in some vehicles can reduce the temperature inside to below zero! It would be an interesting little strategy to put icecream on the passenger seat and have it not melt by having the AC always on, basically having your own mobile fridge, but this feature has not been implemented (yet, hopefully). * Damage from crashes is different from the one for wear and tear in the sense that it is less random. Only the amount of damage each part takes it's random, but it is clamped to a tight range and heavily dependent on the speed of the crash. * There is an upper bound to the amount of damage your car can take from a single crash. Your sports car won't be instantly totaled from a 125 miles/hour crash. * The crash system seems to only interpret crashes as being "from the front" or "from behind", you never take damage only from the sides. * This also means that crashes straight from the front or back will still damage your doors and side windows. * Crashes from the front will damage your headlights, engine (sometimes), hood, windshield and doors. * Crashes from the back will damage your taillights, trunk (but not on all vehicles, open bed trucks seem to be immune to this), trunk lid, muffler, rear windshield and doors. * The engine will not take damage from crashes if the hood isn't damaged itself. * The engine will take damage from overheating if the hood is in poor condition or missing. (I don't follow the logic here, but it's the way it works in the game) * Having a severely damaged trunk or trunk lid will cause stored items to drop in the road as you are driving. Forgetting to close your trunk, however, doesn't cause items to fall off. * Open bed trucks are currently immune to this due to the fact they don't have a lid and never take trunk damage, but there is some commented out code that implies those open beds were meant to drop out your items if you were driving really fast. * Some parts seem to never take any damage due to crashes (battery, gas tank, tires, brakes, suspension, seats, glove box, heater, radio and lightbars). * With the exception of tires, brakes and suspension, all of those parts I just listed don't seem to actually ever take damage from anything besides bad mechanics causing damage to them while taking them out or installing them (with the exception of lightbars, glove boxes and heaters, which can't take damage even this way). * Headlights and taillights only take damage from crashes, they don't wear out from actual use (there is a comment on the code saying this is on the ToDo list) * There is a relatively high chance that you will damage vehicle parts by 1% when you are uninstalling them from a vehicle. The lower your mechanics skills, the higher the chance. After you reach mechanics level 7, this chance is eliminated. * There is another, different and parallel check, that gives a chance to not only fail, but to also damage a vehicle part when you are either uninstalling or installing it on a vehicle. This one will damage a part by a random amount between 5% and 10%. Some Updates on Fuel Consumption: * As I have mentioned, while idle your engine will consume basically no gasoline. Most of your gasoline will be consumed while you are actually driving your car around. On the other hand, your battery does get discharged very fast by the engine starter, so currently the best strategy is to leave the engine running unless you aren't going to drive again for several in-game hours. * There are two main factors that control the consumption of gasoline, the first is the speed you are going (which simulates the effect of aerodynamic drag) and the second one is how far away you are from a gear shift (which is realistic since real world engines do have specific RPM bands where they operate at their highest efficiency). If you use cruise control to keep your car always going at that specific speed where the RPM needle stays right in the middle between a gear-swift up and gear-swift down, then that should give you the best kilometrage. * The 'quality' rating on engines does affect the rate of gasoline consumption, but this is a very slight effect; even the high end of quality ratings (around 60) will only increase efficiency by about 20%. * Having a damaged gas tank (condition lower than 70%) will cause you to lose gasoline over time when the engine is running. The more damaged it is, the faster you will lose it. No gasoline is lost when the engine is turned off, however. * Having the AC turned on does increase the consumption of gasoline slightly. This is realistic since those draw so much power that the alternator has to work extra hard, however there is no accounting for it drawing more power when the car is turned off, so having the AC turned on when the car isn't running draws the same charge from the battery as when the engine is on. * The AC will have a more powerful cooling or heating effect when the engine is turned on though.
  4. While it would likely be game-breaking to have an invulnerable vehicle you could rampage with, there is absolutely a sensible path to up-armoring a car. I used to play the tabletop game Car Wars which dealt, in less detail actually, with vehicular combat, but a significant portion of that is adding armor (and weapons) to a vehicle. Given how the current vehicle UI is so detailed, with all of its parts-- except it appears that quarter-panels don't exist, nor do bumpers or a front grill-- it would be logical to add new vehicle slots for welded attachments. The slots could be used for armor of various types (even cloth would prevent your being seen inside a car, while limiting your view, of course). The trade-off (just as it is in Car Wars) would be weight-- good armor is quite heavy and would affect every aspect of vehicle handling. As for weapons, it's also not that out of the question to either mount certain kinds of weapons (e.g., a flamethrower) to a vehicle, or to provide for the ability of the character to fire their handheld weapons both from stationary and moving vehicles in any direction, if the vehicle configuration allows (e.g., I remove all the glass and replace it with metal that has firing slots in it). I'm not so hot on the mounted weapons thing, but it seems logical that someone would/could do that in the "real-world" situation. The armoring is much more sensible, particularly on the front of the vehicle. You all have done such a great job with the vehicles-- I'd love to see that extended further.
  5. Hi! How often do survivors drive cars? Personally, I can't imagine the early days of the game without a car. This is a means of protection, transportation of your person and other good you need in this or that case. I would like to suggest making trips even more comfortable, correct, in my opinion. I noticed that if you get into the car while aiming, the player will be able to independently control the camera - I found it very convenient! You can see what is in the distance in front/ behind /on the side of the car without speeding up. Or move the camera much farther, which will help at high speeds. And everything is smooth and fast, without some “jitter” in contrast to the automatic mode (with disabled vertical synchronization) It would be great if the player, sitting in the car, could independently control the camera. Just the same as he does it on his own two feet - looking around and gazing into any distance. Perhaps it would be possible to add a separate toggle switch in the control settings for this...? All these screenshots were taken from the car. (Edited) You can assign a button to pan the camera and use it while driving. Go to settings, then key bindings, UI section and set a key to "pan the camera".
  6. Every now and then (maybe 1 in every 10) vehicles, when I enter the maintenance menu (by pressing E at their bonnets), I cannot right click on the "engine" component. Nothing happens. I can always right click on the muffler, wheels, windows, gas tank, etc, everything else, just not the engine. Even if the engine is in great condition/green. I get no feedback/sound, as well as no context menu opening up. If I right click on a red <10% engine I can usually get a menu saying it needs to be ">10% to take engine parts" or whatever it says, but randomly I just cannot right click on the engine. I do this because I want to take the engine parts, I mean.
  7. In some situations it is really hard to hit the enter-vehicle-zone. Depending on the angle where you come from and related to the car type, size and how it was parked it's nearly impossible to enter without using the radial menu (too many clicks in a dangerous situation). I would prefer larger zones and automatic assignment to the driver seat. On MP this could work also just by entering from the side of the car (with larger enter-zones) and you get assigned to the first free seat of the car in order. That would make entering a car on the run way easier
  8. Hi all! Here I would like to give some small wishes that would not greatly change the existing mechanics of the game. Also, I don't think it's very hard to implement. Nevertheless, with it, without it, nothing fundamentally should change. I will touch on the topic of cars and a little on the topic of weapons. What I would like to see in the near future in Project Zomboid and what I think would be really useful (Important): Just one thing - a quick exit from the car, without closing the door. It seems to me, but this will save a couple of “milliseconds” so that after the character appears at the door from which he left, he could immediately move, without delay. And besides, it's just realistic, if, for example, you need to run out of the car, take / throw something away, do something very quickly, then why close the door with these loud sounds? No, the sounds are great, I have nothing against it, but that's not about it now. How do I propose to implement this? Well, you can make a keyboard shortcut, for example Shift + E. Like if the character is given the action to drain / fill up the car with gasoline - holding the Shift key will make him hurry up ;P What I would like to see in Project Zomboid someday (Doesn't matter too much): Just 5 things: Then, when the rendered states of open/closed doors/trunks and other things are added, make the windows of the cars transparent by half or so. So that the characters and the interior inside could be seen without opening/dismantling the doors. Possibility to switch high/low beam. The state of the brakes/suspension could be understood through the sounds of road bumps/braking/cornering. There was a decal of a tire track on the road during sharp turns with a handbrake at speed. With the same way, for example, how blood is displayed. The side lights of the car illuminate everything around them with red light within a radius of 1-2 cells when braking. And now I would like to talk about firearms. I will not talk about something global. I want to touch on the topic of "repulsion" with firearms. For example, I never considered pushing off with a pistol in my hands as something effective. It's slow and doesn't stun zombies at all. My suggestion is to make it maybe a little faster and add a stun effect to the zombie, like getting hit with a blunt weapon. So that, at least, a melee fight, when you only have a gun in your hands, does not end with an endless repulsion and the hope that the zombie will fall. It is necessary to give the character a head start in order, for example, to take a step / jerk after successfully repulsing a zombie with a pistol. Or, for example, the animation of hitting the back of the head with a butt of a zombie is too good to be left on stealth. Here, too, you can think of something. For example, to enable the player and the character to perform this technique even in a normal fight. I am not a developer, not a modder, but I know for sure that the game has already implemented a system of “interaction areas” in combat. If the zombie is too close - the character repels it, if it is at a sufficient distance, then it produces a normal blow. I hope you understand what I mean. So, why not use this “technology” in the moment, for example, close combat with a shotgun / rifle in your hands? If, for example, the zombie is out of the character's reach, he swings, starts hitting with the butt, and at the moment the zombie enters the combat area of the character's interaction, the character hits the zombie with the butt, stunning him and causing some amount of damage. And if the zombie is already in the character's combat area, then the character simply pushes him away, because this is the fastest and most logical way to move the zombie away from himself, but without stunning and damage. In my opinion, this should not be something effective in combat with large groups of zombies, but should be very effective, for example, in the case of a fight in a closed room with only a shotgun in hand. Well, or against single zombies, when you need to save ammo. That's all I wanted to offer. I think these are really small things and I don’t expect to see them in the next patches, but I think that just the same small things bring pleasure and immersion in the game itself. With love from Milove for Big Love (The Indie Stone)
  9. Hello and welcome to my tutorial. It covers full workflow of vehicle creation for PZ. If you are a complete beginner in 3D modelling, you'll have to watch/read additional tutorials, I won't cover every aspect of model creation and 'where this button is located'. I divide vehicle creation in these stages: 1) Modelling 2) Wheels texture and modelling 3) Texturing 4) Packing files in folders 5) Editing scripts and .lua 6) In-game editing and tests 7) Workshop publish STAGE 1 - MODELLING Today I am creating a 1960 Ford Falcon I prefer using blender as it is my everyday 3d modelling software. Now, find references for your vehicle and ideally it will be a blueprint/outline scheme, like this one: There are some tips in modelling for PZ: 1) Do not care too much about topology and good shading. There is no actual shading in game, only windows have reflections. 2) Avoid n-gons or triangulate them before export 3) DO NOT make edges to outline body panels/parts. All dividing of parts will be done with texture mask. You can do it in UVs if there will be a point for that. 4) Place spindiel imitations in wheel wells to hide rear part of wheel models 5) In the UVs parts of body have to be straight-oriented without any non-90 degrees rotation, so pixels in texture will lay parallel with polygon flow. 6) To avoid physics artifacts in game import model of one of vanilla game cars models to your scene and model in consistent scale. Or import mine, that is available in the end of topic. This is what I consider a well done model There is nothing special in UV unwrapping process, just remember to place the least amount of seams possible and keep island aligned. Here are the UVs of my model: I've unwrapped the model without applied mirror modifier, so now we will have to texture just one half of the car. I'll fix mirroring later. STAGE 2 - WHEELS There are many ways to make a wheel and texture it, but I'll show the most efficient one. Make the wheel's face with simple materials, but unwrap the 'road touching part' to flat surface, like this: Then place an orthographic camera facing the wheel, scale it to fit the whole wheel-dish. Place a ring with emission material to light the wheel. Switch your renderer to Cycles and go to camera view, now use a rendered shading mode to adjust materials and lights to your taste. Set rendering resolution to something like 120x120-175-175 for best results Check the 'transparent' box in film settings to have alpha backround in texture: Now increase the sample count to something like 512-1024 and hit render. You will end up with a result of a ready-to-go wheel texture: The example file with scene for rendering and the model of this wheel you can download here: *google drive .blend file* Now make a lowpoly model of the wheel to use this texture on. I prefer using 18-24 edge circles for wheels. The unwrapping will be later, but eventually you'll end up with this: This method takes 10-15 minutes when you get used to it and gives a stunning and clear result. STAGE 3 - TEXTURING NOTE: I use a pretty complicated way of texturing and adding light to model. All rules of using textures the default way are covered in "HOW TO CREATE NEW VEHICLE MODS" topic by RingoD123, one of PZ devs. You can access it here: *boop* I'll show you my way, using Substance Painter to apply lighting and fake chrome parts to model. But first comes the base color and details of the car, so let's dive into it. Create a texture with 0 alpha and resolution 256x256. You can go for 512x512, but personally I like pixelated look of lo-res texture. Here are the settings for initial image: To preview the texture you are painting with different car colors, use this node setup. But switch filtering mode from "Linear" to "Closest", I forgot to do it on screenshot. There are two types of texture details: somewhat transparent and absolutely opaque. Half-transparent parts will be affected by car color, so they are mostly shadow/highlight details. Headlights, fixtures and things like that have to be opaque and painted with 100% brush hardness. It is easier to keep 3d view just to see what are you doing and paint texture in image editing mode, right there: First, paint the outlines of doors and other opening parts. Here are some brush hardness values: 0.2 - Outline shadow 0.5 - Outline 1.0 - Fake chrome and rubber window sealing Some work in progress screenshots Now when you have windows frames, save the image you just painted and go to photoshop and mask out glass sections like that Well, time for Substance Painter. You can use photoshop gradients for windows and blender lighting for lighting of the body, but I'll use SP "Baked lighting" filter for that, and for chrome especially. I will briefly describe what I've done in SP: 1) Mask out windows, give them mirror metal material and add a filter to them 2) Mask out chrome parts, made them mirror metal and added the same filter with slightly different settings. 3) Apply the same filter to all body parts left. 4) Add a position gradient to the windows Now I have this result, it is not shaded model, just basecolor: Also export the AO map you baked in SP. You can download file with this scene to look through and get ideas using this link: *boop* Now paint additional details you want on the car and open Photoshop. This is your layers layout: Now save it as .psd for future color editing and as .png to see what the you've done. Plug .png direcly as BaseColor in shader settings. Set your shading setting like this: And check if everything looks ok. This is my result: And this is the vehicle's look with wheels that we made before Sweet, isn't it? Now, it is time to get rid of mirroring. You can make new UV, bake it and... get A LOT of offset artifacts resulting in jagged pixel edges. There is a lazy but effective method: 1) In the UV editor place cursor in the 0,0 coordinates. 2) Set Pivot to 2D cursor: 3) Scale all UV islands to 0.5 EXACTLY 4) Apply mirror modifier to your model. Now select FACES of any half of the model and move it in UVs on Y by value 0.5 EXACTLY or you'll eventually mess everything up. 5) In Photoshop expand canvas of your PSD file we made before 6) Duplicate everything and move to the upper left corner, like in UVs. You can merge color layer(s) to operate color on export more easily. Now you have half of the texture empty... You do not want to waste it, right? Then drop in the wheel texture here without scaling, and you won't need additional texture file for it! 7) Create a layer beneath all others and paint it black or grey to cover alpha-holes in the textures. 8 ) Now unwrap the wheel to this new texture and let it shine! We painted the car and fixed mirroring. DOWNLOAD THE .PSD FILE: *bloop* There are 3 more types of textures to make: 1) Rust 2) Damage (1 or 2 levels, I'm lazy, I prefer using single one) 3) ID Color Mask or just Mask It wasn't possible to make them right with mirroring. Everything about these textures are explained clearly in Ringo's guide, again: *boop* I'll just show results I ended up with. Now you have to use 512x512 clear images for these textures, do not forget it. RUST Painted it with jitter brush and 0.2 hardness. To see what I am doing used the same node setup, as for base texture. DAMAGE Painted gradients with black and white with 0.1 hardess with repetitive strokes. MASK Mask texture tells game where are separate parts of car: doors, windows, lights and others. Every part has it's own color in palette, you can find color table in Ringo's guide. Copy and paste color HEX to use it in blender brush or fill tools. I've missed some of the parts because they do not really matter. AEUGH Texturing is finished. Go to photoshop and make all color variations you want and save them as .png, name them Vehicles_[vehicle name]_ Vehicle name mustn't containt spaces These are color palettes of my car: Now you have to export your vehicle body and wheel models. Copy them to an empty scene and save as separate file. If you used blender default orientations (front, back, right, left, top), then rotate the car on Z axis by 180 degrees. Game rotates it for some reason, so you'll have to do it. Now position everything in scene like this and continue to export settings. Export body and wheel separately with these settings: STAGE 5 - Packing files in folders The folder hierarchy and naming the files you can find in Ringo's guide. The mod file and all of my project files you will be able to download in the end of this topic. make up an Id name for your car. It has to be short, but unique and do not contain spaces. For this car I use '60falcon'. _____________________________________________ workshop.txt properties of the mod for Steam Workshop _____________________________________________ mod.info properties of the mod for in-game mod menu _____________________________________________ models_X folder -> vehicles this folder contains 3d meshes of the vehicle - body and wheel _____________________________________________ textures -> vehicles easy to guess, all vehicle textures are placed here null.png - completely transparent image, used as placeholder later on _____________________________________________ scripts -> vehicles there shoud be a .txt file named with you vehicle's ID name. Open it up and follow these instructions: change invertX to 'TRUE' if vehicle appears to be mirrored by left and right in game. Do not care about scale, offset and other geometric parameters. Insert all your color variation textures as shown below: All vehicle driving parameters are self-explanatory. Remember to set seats count, I'm creating a car with 4 seats. If you want to make less seats or add new, delete passenger[Seat code] records or add new. Also remember Seat[position] records down below. Add or delete the templates, loaded from Game default files: _____________________________________________ LUA SCRIPTS lua -> server -> vehicles -> [car id name]dis.lua Vehicle trunk type distribution file. There is a file with all vehicle distribution types in game files, I'll put it in project folder in the end if the article. This is game files distibution types, select one of them in respect to the vehicle type you are creating. I'll use CarNormal type for Ford Falcon. This is what distribution lua file has to be: _____________________________________________ lua -> shared -> [car id name]SpawnList.lua This file describes spawn zones of your car in game world with certain chance. I've typed in all default zones of spawn, you just have to change the chance and set [Base.60falcon] to [Base.(your car id name)] _____________________________________________ lua -> shared -> Translate -> EN -> IG_UI_EN.txt This is the name of the car in UI - keys name, mechanics window name and such. STAGE 6 - In-game editing and tests Launch PZ and disable all mod exept the one you will be debugging. Now close the game and go to Steam. In application setting set startup parameter to -debug It enables many debug options in-game. Now launch the Game again and, if menu doesn't appear, you've done something wrong in lua scripts. Check them for probles, and I hope, you'll figure out what is wrong. Now start a new game in world with no zombies and big amount of cars. Leave the house and find any car vibing in the street. Right click, -> Vehicle -> Set Script -> [your car ID name]. Car will switch to yours. This is what I've got on first time in-game spawning: YEET, it is all coming along. But wheel positions are a bit off, and we have to place the entering areas of doors. Go to Right click on car -> [DEBUG] Vehicle -> Vehicle Editor. Chassis Place extents and physics shape to outline the car Areas These are access areas to different parts of the car. There is nothing to describe, really, just place them where you can explain it and continue to next section Right click in mechanics tab to enable cheat options for the car. Now right click in mechanics panel. Here you can get key for that car or repair it. Final result in different variations Make a suitable preview image for your mod and crop it in Photoshop to 256x256. Place it in mod folder as preview.png In game menu go WORKSHOP -> create or update mod -> Go to your profile workshop items and find the new mod. Add the description, more screenshots and set visibility to 'Public' ALL PROJECT FILES: *YEET* ZE END Congratulations if you followed my guide to this point. Comment any issues or mistakes I've made.
  10. Issue : Vehicle teleport/disappear when leaving it Version 41.65 Multiplayer (Dedicated Server) Not any mod I'm playing with a friend on dedicated server I host myself. We're experiencing multiple issues with vehicles on our last(fifth) session (nothing like that before). I'm not sure about the reproduction steps but it seems like that : Start the dedicated server and join the server with a friend Hitch a trailer to car OR tow a car with another Get in the "main" car, drive a bit, stop the engine, leave the vehicle Leave the server (without unhooking the trailer/unhitching the towed car) Stop the server (quit command) correctly Start the dedicated server and join the server with a friend The trailer/towed car is disconnected ??!!?!?! Get in your "main" car and drive a couple of meters Get out of the car Vehicle fly back at the step 8 initial position, or if the distance is way bigger simply disappear (same for the "attachment") Here the logs (I'm not an expert but tons of "NullPointerException" when it happened). logs.zip
  11. Vehicle spawn in fences at Riverside junkyard Version : Stable 41.65 Singleplayer No mods Just had a couple games in Riverside today when I encountered that at junkyard (see image below).
  12. How to reproduce it: 1. Take any car, vanilla or mod 2. Do some damage to the front 3. Remove the hood, the whole frontal damage is gone, install the hood back on, the damage is back Same bug was observed by multiple users on different zomboid installations of b41.65. Also, the rear door of ambulance has a wrong mask so only break lights are removed when the door is uninstalled.
  13. 1) The first thing you want to do, as with most mods is to create your mods folder structure, use the image below as a reference, replacing MOD_NAME with the name of your mod: Don't worry about the files shown above, you will be creating them as you follow this guide, just make sure to remember, anytime you see "MOD_NAME" in this guide, replace that with the name you chose for your mod. 2) In your "..mods/MOD_NAME" folder, create your "mod.info" text file which contains the following code: Remember to replace all "MOD_NAME"'s with the actual name of your mod. 3) In the same folder, create/place your MOD_NAME.png , this will be the thumbnail used in game as the poster/picture for your mod. 4) Next up, in your "mods/MOD_NAME/media/lua/client" folder, create your MOD_NAME.lua file with the following code inside: This is the script that will load your model and scripts into the game, it also controls the spawn rate for the car in each type of zone as well as providing the vehicle mechanic overlay. Remember to replace all instances of "MOD_NAME" with the actual name you chose for your mod. 5) Next, in your "mods/MOD_NAME/media/scripts/vehicles" folder, create your MOD_NAME.txt file containing the following code: This script example contains all of the parameters to control the simulation of the vehicle, such as engine power, gear ratios, collision cube and much more. You will (hopefully) find it well commented to give you an idea of what each parameter does. You can look in the games "media\scripts\vehicles" folder for a vanilla vehicle script that more closely reflects the vehicle you are adding rather than starting with the example above, have a good look through them all to get a sense of the different templates you can use and the various changes that can be made to different components. 6) Now you need to (if you have not already) make the 3d model for your vehicle. We suggest using Blender, but as long as you're experienced in 3d modelling, any program that can export .ply files should work, just make sure your faces are triangulated, in Blender you can do this by selecting your model in Edit mode then pressing Ctrl + T. Then drag and drop the exported ply file onto the converter supplied below (unzip the below file, drag your .ply directly onto the .exe, do not double click the exe), it will output a new txt file with the same name as the .ply in the same directory. Copy the new .txt file into your "mods/MOD_NAME/media/models" folder as "Vehicles_MOD_NAME.txt This is the .ply to PZ convertor: PZ_PLYtoPZconverter.zip 7) Now it's time to create your vehicles texture files, these should all go into the "mods/MOD_NAME/media/textures/Vehicles" folder. First up is your "Vehicles_MOD_NAME_Shell.png" , this is the main texture image for your vehicle and needs to be 512x512 pixels, as do all of your textures, below is an example: Next there are 6 different overlay/detail png's to create, the first is for the vehicle lights ("Vehicles_MOD_NAME_Lights.png"): Then the vehicle rust ("Vehicles_MOD_NAME_Rust.png"): The next 2 image examples ("Vehicles_MOD_NAME_Shell_Damaged01.png" and "Vehicles_MOD_NAME_Shell_Damaged02.png") are to show light and heavy damage, respectively, on the vehicle's shell. They are used to represent dents in the bodywork: The next 2 image examples ("Vehicles_MOD_NAME_Overlays_Damaged01.png" and "Vehicles_MOD_NAME_Overlays_Damaged02.png") are very similar to the previous 2 except they are for showing damage on windows and lights as well as scratched on the body work: The last file we need is the vehicle colour mask ("Vehicles_MOD_NAME_Mask.png"), which should also be placed in your "mods/MOD_NAME/media/textures/Vehicles" folder. This tells the game which parts of your vehicle texture correspond to which part of your vehicle model and is needed to display damage, lowered windows and removed elements etc: Here the colour values to be used: Copy your complete mod folder structure into your C:\Users\YourUsernameHere\Zomboid\Mods folder, load the game, turn the mod on in the mod menu and start a new game, your new vehicle is now ready to be found and taken for a spin. Finally, here: ZAZ968M.zip - you can find an example vehicle mod using the above instructions. Notice the included example mod uses a slightly different process with its textures/overlays. The main texture is transparent while the detail has been shifted onto the vehicle_lights .png. This allows the game to automatically and procedurally generate different colours of your car when they are spawned in. Happy Modding!
  14. I play on a vanilla map without mods. I drive cars often and a lot. I am driving at high speed on the highway, and I have problems with the viewing range in the direction of movement. It seems to me that the viewing range is extremely insufficient. I suggest developers to think: 1. when putting the character in the car, move the camera further away than it moves away, as far as possible when playing the character without a car, increasing the viewing range in all directions (this is not the best option) 2. When the speed increases, gradually move the car on the screen to the edge of the screen so that the viewing range in the direction of movement is greater. When braking, the car with the character should move back to the middle of the screen (it seems to me that this option is better)
  15. Have the developers thought to add motorcycles (bikes) to the game?
  16. Typically glovebox and trunk have something spawned in them, and you can see it in car condition weight/out of max weight, but can't access it since doors aren't interactable. Also why not let player take like a decent seat out of it.. you can't do anything with door windows, doors or seats of a wrecked car, even if these parts are 80%+ condition.
  17. I've run into this problem before, and it's always resolved itself when I quit to menu, or sometimes I'd have to quit to desktop. It's been a few hours and a few restarts later though and I still get errors when entering a car, accessing hood or trunk, or pressing V standing next to vehicle. The HUD for the dashboard, repair menu, and vehicle action scrollwheels won't open at all. I'm wondering if there's anything I can do to fix this? I started a new game and ran until I found a car, was able to see the HUD and drove it so it seems specific to my main save. I really love what you all are doing here by the way, thank you for this game. This game is a dream to fans of the genre, truly something special.
  18. As asked in the title I was curious if there's a command for it? or something that an admit can do that I've missed say similar to instant construct Had to restart my personal friendship server due to HDD death and I wanted to get me my Cossette back, Though with a decent 45 mins of Google and the what not can't find nothin'
  19. In real life, gasoline has a shelf life of only 3-6 months, and diesel 6-12 months (Source). In long-term games, gasoline spoiling and becoming unusable should be a concern. To counter this, a survivor should outfit their vehicle with LPG (A.K.A. autogas), which has no shelf life. The conversion should require a propane tank, the appropriate tools, and a high enough mechanics and metalwork skill. An amateur mechanic could install it in the trunk, at the cost of trunk capacity, while a master mechanic might manage to take out the gas tank and squeeze the LPG tank in its stead. As gas ages, it should degrade your engine faster, and lose mileage. Your engine could perhaps make weird sounds, your exhaust become darker, and your character should remark on it directly. Propane, in addition to being lootable like it is now, should be refillable at pumps at gas stations like gas is, with the caveat that only a few gas stations stock LPG, due to its low popularity in the US. You could have it be available at two or three stations in urban areas, which would give players incentive to occasionally leave their self-sufficient base in the woods and make a dangerous fuel run in a zombie-infested area. In addition, you could add the option to run cars and generators on biofuels like ethanol, which you can brew yourself.
  20. ok, just putting this out there, i would LOVE to see bikes, maybe they could have little saddle bags, or something, and you could still get grabbed off if you went too slowly, maybe, but it doesn't require gas, you can just pedal your way through the exclusion zone....
  21. Good day survivors! I was curious what others thought about having an option to uninstall vehicle parts directly to the ground. Vehicle parts, like furniture, are often heavy and even a single tire can have your character struggling with the weight. Furniture that is too heavy can be picked up and then it immediately falls to the ground (as the item) if it is too heavy for your inventory. And even just a minute of stripping a car for parts can have your inventory looking like this: I will concede I don't know the best way to deal with car parts you do want to go straight to your inventory, like taking a tire from one car to immediately put on to another, but that's why I've just considered this as something toggleable in the Accessibility tab. The scenario I'm in is me constantly bouncing back and forth between dropping heavy items and uninstalling parts, but I still usually end up in a lot of pain from the all the constantly adding heavy items to my inventory.
  22. Im making a mod , and when i try to load it into the game it crashes on reloading the lua , this is my first time making a mod and i cant figure what im doing wrong , i attached the mod zip so anyone can check and see what im doing wrong. Armored_contact.zip
  23. Good evening. I just lost my character to a really bizarre and frustrating glitch. I was in a School Bus surrounded by zombies, and have been running them over in a desparate attempt to escape. Suddenly, the bus stopped. Now, this may have been due to the engine breaking apart, but that turned out not to be the case because the bus restarted and proceeded to move when I pressed the movement keys. The bus reaches about one RPM and less than five miles per hour, switches to drive, and travels about two or three feet before the key pops out and the bus stops. I reinsert the key, turn the engine, and then the bus starts again. I move the bus again; the key jumps out of the car. It does not work. Again. I thought it was because I was sitting on zombies, but I eventually broke free and the bus continued to stop. Again, when I cranked the engine, the engine light was green and the bus moved. When I was cranking the engine, it was yellow if the engine didn't start. The heater still works. The battery still has charge. The bus has all four tires. All bus components are present. The engine is not at zero percent. Nothing else with the bus is going wrong. It is not the engine failing, but the bus key jumping out of the ignition! I eventually got out of the bus and was mauled to death by zombies. I have a backed up saved game, but I'm still not happy with this bug. Thank you for any assistance you may render. Warm regards and warm bodies, -TURTLESHROOM
  24. Good evening. In my most recent "Zomboid" game, I accidentally jumped out of my running vehicle by pressing the "E" key and was unable to get back in, despite pressing it again and despite the green square being highlighted. I popped out of the car by pressing "D". Consequently, the zombies that I mowed over devoured me, and I committed an act of Save Scumming because of the accident. Restarting the game at my last back up, I showed up back in my base and walked to where the vehicle was. It was there, but the key I had left in the ignition was not present. It vanished. I am using the latest "I Will Back Up My Save" branch on Build Forty-One. Thank you for any assistance you may render in future updates. Warm regards and bodies, -TURTLESHROOM
  25. The sirens and light bars on all vehicles don't save their enabled or disabled states it seems. If you turn on a vehicle's siren or light bar, then immediately reload the same save file, the vehicle loads back in with a disabled siren and light bar. Same thing happens when you leave the area and unload the chunk that the vehicle is in, then come back to the vehicle. The vehicle loads in and their sirens and light bars are disabled.
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