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Found 10 results

  1. Two of the usual red pixel is visible near these boxes in Muldraugh's Greene's grocery.
  2. I was cleaning up dead zombies around my base and moving them all into a pile (and ripping/cutting their clothes), I was putting three of in the back of my truck, one in my backpack and holding one and the game crashed as I was getting in my truck. When I returned I still had all the strips from ripping their clothes, the time seemed to have changed from rougly midnight to 7am and the dead zombies were all back where they originally were (not sure if they duplicated as the pile of dead zombies is too large to count). Happened again after I tried to do the same thing other then the time didn't change the second time. Not sure what the bug is caused by but it's something to do with entering my truck.
  3. Hello! Sorry if this have been reported, tried searching for it but couldn't find anything. The bug is quite simple, if you have tainted water in a bucket or cooking pot and pour it into another one and stop before you finish pouring everything, the water in the previously empty container will be clean. I've only tested this with water bucket and cooking pots, but I imagine it works with other things that can hold water.
  4. Batteries do not charge while the engine is running when I playing in 1 day = 12 hours Fix is needed as soon as possible, because using machines is now not really work I do not use mods in contact with cars In the first screenshot, the state is 90%, and in the second it’s already less, I drove for about a minute. Initially, when I found the car, the battery was 95% charged. build 41.37 upd. For the test, I left the car wound up for an hour of playing time, and when I returned the battery was charged up to 94%, but if I drive a wound machine, the battery does not charge. upd. 2 I reinstalled the game and the problem did not disappear, but I 100% understood how it works. When the car starts up, it spends ~ 2% of the charge, but the battery starts charging after some time (~ 5-15 game minutes). It turns out that short trips by car plant a battery, this is very strange, there wasn’t such a thing before. And in real life, the car generator starts to work when the engine starts, and not after 5-15 minutes.
  5. Hello! I have a problem with interacting with zombies and cars, namely with: “I can’t see what lies in the corpse, I only see the ground.” In the car, I can’t see the glove compartment and the trunk itself. "I will be sure there will be more nuances of the likeness of this. Has anyone treated this problem or is this the version like that?
  6. Hi there, I have collected a number of bugs and inconsistencies for 41.33 here - most of them confirmed to still occur with 41.37. I hope you'll excuse me for dumping them all into one thread instead of making 6 separate ones. Balance suggestions: - Frogs weigh 0.4, but Dead Rabbits weigh 0.2. I suggest switching these numbers. - Facial hair grows very quickly, but head hair appears to grow very little or not at all over the course of weeks. - The thunder audio is way, way too loud and fires in rapid succession. - Rain causes a large FPS hit. - You forgot adding fuel info to the Antique Stoves. Bugs: - Cockroaches, Grasshoppers, Crickets and Worms can be foraged even when 'Fish Bait' is disabled, as they appear to be valid 'Animals' as well. Effectively Fish Bait has no dedicated items. - Pots and Saucepans with clean water don't heat up if placed on a fire or a stove before it's turned on. I have to re-place the item to make it begin to heat up. - Fighting with the spear occasionally causes a stuttering player animation, which can get the player killed. - Water Bottles and Gas Cans (possibly other items that can be refilled) may bug out and show various different weights that make no sense. Emptying and filling them again usually fixes it. - High constructions like metal sheet barricaded windows glitching on top of roof overhangs. - Terrain glitching into cars. - Item list glitching into the crafting tabs. - Player character is placed weird during window / rope climbing. - Fertilizer does not work on carrots. It only reduces the hours. But if it reduces hours to 0, it resets the timer without increasing growth stage. - Jagged scaling at 100% zoom, as seen here on floor, carpet and furniture. - Game throws an error when dismantling an electrical item that has an open info screen. - Batteries still weigh 0.6. Both newly spawned ones and ones from the old version. - UI offscreen rendering causes text oddness with environmental effects. - Building a wooden wall corner with a wooden pillar, then plastering all 3, then adding a wooden fence to form a T-shape makes the pillar disappear. - Strange window/doorframe shadows even on high quality lighting. The first picture is an outdoor one. There should not be a shadow.
  7. I decided to make a list of items that currently can not be picked, but technically should be possible to do. Seeing as virtually anything can be picked now, given enough skill and having required tools, I decided to put it in the bug reports as possible omissions instead of suggestion, even if technically it could probably apply to suggestion. I'll post separate I'll try to post each item, screenshot and example PZMap location based on the most recent public testing build (as the time of writing 40.3 weather test build) and give a suggested name for it, since I think the tiles don't get a name until they are able to be picked: First of all, all the items that are destroyed by vehicles can no longer be picked (cones, signs, mailboxes, dumpsters). I can list them, but they should be easy to determine since it's a new addition and it was being mentioned a few times already I think. Unopenable windows (all of them, it was requested on a few occasions already) All doors (you can dismantle them, but not pick to move, might be intentional though, also see this thread for list of doors that have no name (Scrappable Object)) Stair and walls which can be sledgehammered, but I assume it's intentional All nature stuff (bushes, trees, etc.), which was mentioned before by someone recently Tall structures (streetlamps, traffic lights, american flags, tall signs) – some of these can be sledgehammered leaving a funny situation of just upper part hanging, but other than that can not be picked or disassembled. It's an engine limitation though, and I think it was discussed before, but listing them for completeness anyway. Light switches (see also this thread) For Lease Sign that are placed on windows though this might be an engine limitation, as normal ones are pickable, see this thread for more info Fuel dispenser, but I guess it's by design Manger / Feeding Trough: https://map.projectzomboid.com/#10854x9084 Empty Sign: https://map.projectzomboid.com/#10609x9909 Zippee Newsstand: https://map.projectzomboid.com/#10606x9610 Fossoil Newsstand: https://map.projectzomboid.com/#10634x9755 Gas 2 Go Newsstand: https://map.projectzomboid.com/#10670x10621 Small Spiffos Dinner Table: https://map.projectzomboid.com/#10619x9649 Large Spiffos Dinner Table: https://map.projectzomboid.com/#10618x9646 50s Dinner Table (see also this threadhttps://map.projectzomboid.com/#10617x10564 Cubicle Walls: https://map.projectzomboid.com/#10622x9684 (level 1) Small Box: https://map.projectzomboid.com/#10608x10256 Buffet Counter: https://map.projectzomboid.com/#10613x10303
  8. Sometimes, when the game loading, the character begins to behave as if his leg is damaged (reduced speed, slightly lame, while running - very lame). At the same time, no damage is displayed in the health panel, and before that the character was healthy. Exit to the main menu and the continuation of the game does not seem to help, only a complete restart of the game helps.
  9. These books and magazines still need a parameter "StaticModel" (for display during animation) : - media/scripts/items_radio.txt, items RadioMag[1-3] - media/scripts/vehicles/vehiclesitems.txt, items MechanicMag[1-3] - media/scripts/vehicles/vehiclesitems.txt, items BookMechanic[1-5]
  10. When you change the language or turn on/off the language mod, "reloading Lua" occurs, BUT - names of perks don't reload. Is not very important, but it can be part of another, more global bug.
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