Jump to content

Search the Community

Showing results for tags '41.38'.



More search options

  • Search By Tags

    Type tags separated by commas.
  • Search By Author

Content Type


Forums

  • News & Announcements
    • News
  • Project Zomboid
    • PZ Updates
    • General Discussions
    • Bug Reports
    • PZ Support
    • PZ Multiplayer
    • PZ Community & Creativity
    • PZ Suggestions
  • PZ Modding
    • Tutorials & Resources
    • Mods
    • Items
    • Mapping
    • Mod Ideas and Requests
  • General Games Development
    • Indie Scene
  • Other Discussions
    • General Discussion
    • Forum Games & Activities

Find results in...

Find results that contain...


Date Created

  • Start

    End


Last Updated

  • Start

    End


Filter by number of...

Joined

  • Start

    End


Group


AIM


MSN


Website URL


ICQ


Yahoo


Jabber


Skype


Twitter


Location


Interests

Found 8 results

  1. the recent update which included the reloading menu broke the remove magazine from firearm, no instead of the remove firearm animation your character plays the insert magazine and then halfway through the animation it just stops. it's really silly looking I tested without mods and made a new save
  2. Started fishing with 9 worms. -no luck so far... down to last worm!! --Caught my first fish!! (might have leveled up... not sure yet) ---No more bait. ----Close fishing GUI. -----Player is stuck in the fishing model. ------Things that do not work: -------Right click - Move to > does not work. -------Arrow keys do not work (w/ and w/o shift). I quit out of the app at that point. -It may work on app restart. Things i haven't tried yet: -attempting to start fishing again, so i can stop the action cleanly...? Linux Mint 19.3, using the glibc27.7 fix posted in an earlier thread. ERROR: General, 1592793422479> ExceptionLogger.logException> Exception thrown se.krka.kahlua.vm.KahluaException: invalid index at BaseLib.error line:290. ERROR: General, 1592793422479> DebugLogStream.printException> Stack trace: se.krka.kahlua.vm.KahluaException: invalid index at se.krka.kahlua.stdlib.BaseLib.error(BaseLib.java:290) at se.krka.kahlua.stdlib.BaseLib.call(BaseLib.java:118) at se.krka.kahlua.vm.KahluaThread.callJava(KahluaThread.java:182) at se.krka.kahlua.vm.KahluaThread.luaMainloop(KahluaThread.java:1002) at se.krka.kahlua.vm.KahluaThread.call(KahluaThread.java:163) at se.krka.kahlua.vm.KahluaThread.pcall(KahluaThread.java:1975) at se.krka.kahlua.vm.KahluaThread.pcall(KahluaThread.java:1777) at se.krka.kahlua.integration.LuaCaller.pcall(LuaCaller.java:85) at zombie.characters.CharacterTimedActions.LuaTimedActionNew.perform(LuaTimedActionNew.java:102) at zombie.characters.IsoGameCharacter.updateInternal(IsoGameCharacter.java:8830) at zombie.core.profiling.AbstractPerformanceProfileProbe.invokeAndMeasure(AbstractPerformanceProfileProbe.java:71) at zombie.characters.IsoGameCharacter.update(IsoGameCharacter.java:8561) at zombie.characters.IsoPlayer.lambda$update$40(IsoPlayer.java:1938) at zombie.core.profiling.AbstractPerformanceProfileProbe.invokeAndMeasure(AbstractPerformanceProfileProbe.java:71) at zombie.characters.IsoPlayer.update(IsoPlayer.java:1930) at zombie.MovingObjectUpdateSchedulerUpdateBucket.update(MovingObjectUpdateSchedulerUpdateBucket.java:69) at zombie.MovingObjectUpdateScheduler.update(MovingObjectUpdateScheduler.java:131) at zombie.iso.IsoCell.ProcessObjects(IsoCell.java:2764) at zombie.iso.IsoCell.updateInternal(IsoCell.java:5559) at zombie.core.profiling.AbstractPerformanceProfileProbe.invokeAndMeasure(AbstractPerformanceProfileProbe.java:71) at zombie.iso.IsoCell.update(IsoCell.java:5502) at zombie.iso.IsoWorld.updateInternal(IsoWorld.java:3125) at zombie.core.profiling.AbstractPerformanceProfileProbe.invokeAndMeasure(AbstractPerformanceProfileProbe.java:71) at zombie.iso.IsoWorld.update(IsoWorld.java:3053) at zombie.gameStates.IngameState.updateInternal(IngameState.java:1557) at zombie.gameStates.IngameState.update(IngameState.java:1273) at zombie.gameStates.GameStateMachine.update(GameStateMachine.java:101) at zombie.GameWindow.logic(GameWindow.java:282) at zombie.core.profiling.AbstractPerformanceProfileProbe.invokeAndMeasure(AbstractPerformanceProfileProbe.java:71) at zombie.GameWindow.frameStep(GameWindow.java:722) at zombie.GameWindow.run_ez(GameWindow.java:640) at zombie.GameWindow.mainThread(GameWindow.java:467) at java.lang.Thread.run(Thread.java:748) LOG : General, 1592793422494> ----------------------------------------- STACK TRACE ----------------------------------------- Callframe at: error function: setSelected -- file: ISTickBox.lua line # 62 function: updateLures -- file: ISFishingUI.lua line # 194 function: setFish -- file: ISFishingUI.lua line # 333 function: getFish -- file: ISFishingAction.lua line # 274 function: perform -- file: ISFishingAction.lua line # 121 LOG : General, 1592793422495> bugged action, cleared queue zombie.characters.CharacterTimedActions.LuaTimedActionNew@7e0a2725 (log files are too big to directly post due to the following line being spammed: LOG : General, 1592793422374 false) (let me know if you need more data and i'll programmaticly remove those LOG :General # false lines) EDIT: Player can move and seems to function normally on program start/save loaded.
  3. ok so. both the MSR rifles are basically never used by anybody... why? well they both have a 3 round external magazine (which isn't practical or make any sense) and are very loud firearms, by the time you have fully loaded or put a new mag in hordes of infected will be on you, and with only 3 shots available you might as well just kill yourself. the MSR rifles should be changed in the way their magazines work. (personal preference) make them like what the firearms they are based off of (Winchester hunting rifles) and make them have internal magazines (meaning no magazine to pull out) and have the .308 MSR rifle (i forget if it's the 788 or the 700) have 5 rounds while the .223 version has 10 (.223 is smaller than .308) (what would be easier to do and would be personally ok with) have it so that the .308 magazines have 5 rounds and the .223 magazines have 10... honestly that change is probably the easiest thing ever and could be done in a matter of a minute and yeah you could use the RifleClipFix mod or some of the others BUT that becomes in issue when mods that change the entire items.txt file because that breaks every mod that uses/modifies a bit of the items.txt file will become NULL and not work until the mod that DOES change the entire file gets removed
  4. I already wrote about this in discord, but probably the message was missed. When new Bucket Hat appears in the world (you drop it on floor or zombie knocks it off your head) - this causes a lot of repeated errors: ERROR: General, 1592632584064> RenderThread.logGLException> OpenGLException thrown: Invalid operation (1282) ERROR: General, 1592632584064> RenderThread.logGLException> Stack trace: ERROR: General, 1592632584064> org.lwjgl.opengl.OpenGLException: Invalid operation (1282) ERROR: General, 1592632584064> at org.lwjgl.opengl.Util.checkGLError(Util.java:59) ERROR: General, 1592632584064> at zombie.core.opengl.PZGLUtil.checkGLError(PZGLUtil.java:42) ERROR: General, 1592632584064> at zombie.core.skinnedmodel.shader.Shader.setLight(Shader.java:406) ERROR: General, 1592632584064> at zombie.core.skinnedmodel.model.WorldItemModelDrawer.render(WorldItemModelDrawer.java:213) ERROR: General, 1592632584065> at zombie.core.textures.TextureDraw.run(TextureDraw.java:326) ERROR: General, 1592632584065> at zombie.core.SpriteRenderer$RingBuffer$StateRun.render(SpriteRenderer.java:1157) ERROR: General, 1592632584065> at zombie.core.SpriteRenderer$RingBuffer.render(SpriteRenderer.java:1098) ERROR: General, 1592632584065> at zombie.core.SpriteRenderer.lambda$buildStateDrawBuffer$0(SpriteRenderer.java:342) ERROR: General, 1592632584065> at zombie.GameProfiler.invokeAndMeasure(GameProfiler.java:135) ERROR: General, 1592632584065> at zombie.core.SpriteRenderer.buildStateDrawBuffer(SpriteRenderer.java:341) ERROR: General, 1592632584065> at zombie.util.lambda.Invokers$Params1$CallbackStackItem.run(Invokers.java:37) ERROR: General, 1592632584065> at zombie.GameProfiler.invokeAndMeasure(GameProfiler.java:135) ERROR: General, 1592632584065> at zombie.GameProfiler.lambda$invokeAndMeasure$0(GameProfiler.java:165) ERROR: General, 1592632584065> at zombie.util.lambda.Stacks$Params4$CallbackStackItem.invoke(Stacks.java:286) ERROR: General, 1592632584065> at zombie.util.lambda.Stacks$GenericStack.invokeAndRelease(Stacks.java:26) ERROR: General, 1592632584065> at zombie.util.Lambda.capture(Lambda.java:121) ERROR: General, 1592632584065> at zombie.GameProfiler.invokeAndMeasure(GameProfiler.java:163) ERROR: General, 1592632584065> at zombie.core.SpriteRenderer.postRender(SpriteRenderer.java:322) ERROR: General, 1592632584065> at zombie.core.opengl.RenderThread.lambda$lockStepRenderStep$2(RenderThread.java:300) ERROR: General, 1592632584065> at zombie.core.profiling.AbstractPerformanceProfileProbe.invokeAndMeasure(AbstractPerformanceProfileProbe.java:71) ERROR: General, 1592632584065> at zombie.core.opengl.RenderThread.lockStepRenderStep(RenderThread.java:300) ERROR: General, 1592632584065> at zombie.core.opengl.RenderThread.renderStep(RenderThread.java:270) ERROR: General, 1592632584065> at zombie.core.profiling.AbstractPerformanceProfileProbe.invokeAndMeasure(AbstractPerformanceProfileProbe.java:71) ERROR: General, 1592632584065> at zombie.core.opengl.RenderThread.renderLoop(RenderThread.java:138) ERROR: General, 1592632584065> at zombie.gameStates.MainScreenState.main(MainScreenState.java:220) In this case, the Bucket Hat visually remains hanging at the level of the character's head. Sometimes during the battle this is accompanied by strong graphic bugs, which can be fatal for the hat owner. BucketHat-bug console.txt
  5. Maris

    EveryOneMinute

    The function EveryOneMinute() sometimes occurs twice at the same time.
  6. so ok get this. blood on cars is not linked to zeds... but to damage done whilst driving, our good old game breaker hurley figured that out while testing his supra mod's new blood textures. he hit a tree and blood started developing on the car. i can't test it myself but from what hurley's said it is infact a vanilla issue.
  7. In tutorial, when game asks you for zooming out, if you will zoom out literally nothin happens. Game anyways asks you to zoom out I think we did a pretty good job so far
  8. toytanker

    charcoal

    Is it a known bug on IWBUMS where charcoal is consumed in one use versus the 10 charges it's supposed to have? For reference, the only heat source that appears to accept charcoal is the charcoal barbecue.
×
×
  • Create New...