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  1. Noticed that when its raining and i'm zoomed out, my FPS drops pretty bad and every action has at least half a second delay. (Zooming in all the way alleviated the issue, but that caused me to lose my full range of vision) Steps to reproduce: 1) Zoom in all the way 2) Wait for rain/heavy rain to begin 3) Progressively zoom out 4) While zooming out, attempt to perform actions like strafing, moving around, or even performing actions like attacking. Expected Result: Player should not expect to see any drop in FPS or delay in actions being performed while rain is occurring. Actual Result: Player sees significant drop in FPS and delay in actions due to rain. Workarounds: Player can zoom in during rain to reduce the FPS drop. (But comes at a cost of vision) Other notes: Fog didn't seem to be a problem at all, including thick fog and darkness. I suspect it might have to do with rendering the rain puddles at such a large view distance, but my focus last night was on just playing, and not actually trying to debug.
  2. The bug is present for a while already, even before the loot rebalancing happened. Currently the upper cupboards in trailers, at least the ones in Muldraugh's trailer park, drop mostly nails – I think they use generic loot table instead of the one regular cupboards do.
  3. 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 was 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) see also this thread All doors (you can dismantle them, but not pick to move, apparently it's known but harder as they are legacy code, also see this thread for list of doors that have no name (Disassemblable 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 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 thread😞https://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
  4. I finally get to assembling items that should be disassemblable but currently are not. See also "List of world tiles that can't be picked up" for items that are not movable. Some of the items I already stated in this reply from a thread originally started by@Geras back in reply to his findings. I'll try to update this thread from time to time: All non-movable items listed here and that are not disassemblable (list in this thread) Purple Rattan Chair: https://map.projectzomboid.com/#10914x9994 Purple Rattan Couch: https://map.projectzomboid.com/#10912x9995 Blue Rattan Chair: https://map.projectzomboid.com/#10882x10000 Blue Rattan Couch: https://map.projectzomboid.com/#10853x9943 Light Blue Chair: https://map.projectzomboid.com/#10772x9686 Light Blue Couch: https://map.projectzomboid.com/#10853x9849 Brown Lazy Chair: https://map.projectzomboid.com/#10778x9761 Brown Lazy Couch: https://map.projectzomboid.com/#10876x10003 White Lazy Chair: https://map.projectzomboid.com/#10690x9459 White Lazy Couch: https://map.projectzomboid.com/#10689x9459 Red Comfy Chair: https://map.projectzomboid.com/#10859x9896 Red Comfy Couch: https://map.projectzomboid.com/#10838x9796 Green Comfy Chair: https://map.projectzomboid.com/#10857x9897 Green Comfy Couch: https://map.projectzomboid.com/#10860x9961 Modern White Chair: https://map.projectzomboid.com/#10860x9878 Fancy White Chair: https://map.projectzomboid.com/#10854x9844 Beach Chair: https://map.projectzomboid.com/#10841x9846 Round Outdoor Lamp: https://map.projectzomboid.com/#10905x9992 Fancy Outdoor Lamp: https://map.projectzomboid.com/#10880x9998 Antique Outdoor Lamp: https://map.projectzomboid.com/#10846x9846 White Curtain: https://map.projectzomboid.com/#10882x10001 Beige Curtain: https://map.projectzomboid.com/#10905x9759 Small Green Curtain: https://map.projectzomboid.com/#10776x9767 Grey Long Curtain: https://map.projectzomboid.com/#10852x9842 Small Pearl Curtain: https://map.projectzomboid.com/#10872x10004 Jorge Foreguy Barbecue / Full Jorge Foreguy Barbecue: https://map.projectzomboid.com/#10867x10003 Mail Box: https://map.projectzomboid.com/#10898x9996 Stop Sign: https://map.projectzomboid.com/#10860x9981 Cash Register: https://map.projectzomboid.com/#10675x10630 Black Cash Register: https://map.projectzomboid.com/#10849x9763 Shop DIspenser: https://map.projectzomboid.com/#10669x10629 Neon Open Sign: https://map.projectzomboid.com/#10851x9765 For Sale Sign: https://map.projectzomboid.com/#10764x9727 Standpipe: https://map.projectzomboid.com/#10662x10661 Generator (randomly spawned) There's also various mirrors, though I don't know what they should drop and things like corkboards, cardboards posters and hay bales, there is no reasonable thing for them to drop, though they could technically be usable as a fire source. Some of the items (e.g. microwave) should also use Electrical instead of metalworking and plastic items should not be disassemblable at all (currently I think just the table is). It might be a good moment to enable some thread and or fabric from disassembling the curtains, armchairs and coaches, as well as some Tailoring boost! It would surely help training that new skill.
  5. Signs and drawings that are visible on windows, such as For Lease, 24 hours, All U Can Eat or BA, KE, RY signs in Muldraugh, stay there (and can't be picked) when the window is smashed, including when the glass is removed. You can go through them if you want, too.
  6. In the latest version I have a problem with disappearing Welding Masks. I had three, so thought it's more than I will ever need. However, one of them was nowhere to be found at one point. OK, I thought – probably it was knocked off by a zombie in a scuffle and I didn't notice it. But the second one I took disappeared like 20 minutes (real world time) after while being worn, and I was just walking around dismantling stuff, when suddenly it was gone. I didn't lose it or remove it, and it's nowhere to be found. Same problem was present in other beta versions with the Lighters – I was running around with a Molotov in one hand and a Lighter in another, and suddenly there is no lighter anymore. I could go through 3-4 lighters before I was able to gather a horde and chuck a molotov at them. Had to switch to equipping it at the last moment, to ensure it won't be lost. Playing on macOS Catalina, Steam version.
  7. When I attack with a closed umbrella equipped in both hands, there is a significant (1-2 second) lag in the "death" sound after I kill a zombie. So the zombie dies, after 1-2 seconds, the "death" sound plays. I am playing on the latest beta version, IWBUMS 41.44.
  8. This only happens when the radio is in a bag/container I have on. When I unpack the radio from the bag, the "place item" option shows up again. I am playing on the latest beta version, IWBUMS 41.44.
  9. What it says on the tin. When I click on "Set Alarm" on a clock that is inside a container, the clock does get transferred to my inventory but the pop-up for setting the alarm doesn't show up. I am playing on the latest beta version, IWBUMS 41.45.
  10. When the new fog (whether High or Medium detail) is enabled, and I am inside a building – it seems that outside is covered in a thick rolling fog. When I go out of the building, there is no fog, but everything is desaturated, but clearly visible. It seems that the new fog itself is not rendered at all. Legacy fog works OK, but I see black borders between fog cells (this was always the case in v41 since I switched to beta a few months ago. I'm playing the Steam version on MacBook (Pro early 2015, if that matters) with macOS Catalina.
  11. Unfair deaths in the game the worst, one of the most dreaded ones is falling off when building, especially when you don't know where you can stand. Latest improvements in auto-generating floors beneath slanted tiles is improvement but it's not reliable, and with the isometric view it's often not so hard to accidentally let of your finger from one of the direction keys, even more with controllers and possible slowdowns due to FPS drops or lags (currently in remote play but down the line multiplayer too). Anyway, in Minecraft, when you crouch, you don't fall down the ledges – so you can build relatively safely at heights as long as you sacrifice some speed – the same could apply to zomboid – as long as you crouch and not crouch run when building stuff, your character is "careful" the way it automatically hides behind cover and won't fall. This would give some use of using sneaking when in safe spots where zombies aren't there Also, somewhat related but opposite: https://theindiestone.com/forums/index.php?/topic/30420-jump-out-a-window/&tab=comments#comment-297140
  12. It seems there's not much left of those anymore, as most (all?) of the objects that can be picked got its name. It seems all that's left are a fence and a few toilet doors that are not pickable, here's the list of those that I spotted in Muldraugh, feel free to add if you know of more: Fence: https://map.projectzomboid.com/#10843x9084 Outhouse Door: https://map.projectzomboid.com/#10834x8938 Blue Toilet Door: https://map.projectzomboid.com/#10607x9384 Brown Toilet Stall Door: https://map.projectzomboid.com/#10612x10557 Blue Toilet Stall Door: https://map.projectzomboid.com/#10666x10614
  13. I think I reported it already, but apparently not. It seems that currently "Damage to Player from Hit by a Car" isn't set for any modes. Is it sometimes that prevents that option to be set by default? I think there's no animation and the only way to experience it right now is Remote Play yet, but I still think it's not set accidentially since the time it was added – the alarms are set at least now, though in most presets are on Extremely Rare (it's Rare on One Week Later, though I'm not sure if that preset is used currently), so I honestly never experience car alarms either.
  14. Currently, it is possible to spawn movables in debug item list, but only the ones that are defined in script files, such as Antique Stove or Mattress. Would it be possible to add an option to spawn more movables without adding them to the script files? Or populate the script file with all the up to date movable items – it would be much easier to debug issues and bugs with movables in debug mode and could potentially be useful in fixing worlds or later in multiplayer.
  15. EDIT: This is still occuring in the newest IWBUMS version. The bug has been corroborated by other users as of October 2020 AD. I am submitting further information. Good evening. I am experiencing an odd situation on a custom Map. Now, one might say to oneself, "this is a Mod issue, take it there", but it isn't. The original author of the Map has confirmed the same bug in a game on his map without Mods. In the pictures attached, you will see the issue. In these specific classes of shelving furniture, the game is incapable of spawning anything except books. I searched in rooms marked "TOOLSTORE", "ELECTRONICSSTORE", "MEDCLINIC", "STORAGE", "GROCERYSTORAGE", "JEWELRYSTORE", and various other rare specilizations. Every single one of them spawn books. Only books. Every time. Despite this, I have seen other loot tableswork properly. In a room marked "STORAGEUNIT", I found a Baseball Bat and various tools inside both a filing cabinet and a desk. In those same kinds of places, the types of shelves pictured continue to spawn books, and only books. In the few instances where there are no books, I find empty shelves full of Plaster Powder and Concrete Powder, and five nails. I have never seen a Display Case producing anything but nails and Plaster Powder. It seems, based on what the makers of the Map I played on, that some classes of shelving are hard-coded to spawn ONLY books unless they are in one specific class of room. Some store shelves seem to spawn ONLY books UNLESS they are in an area marked as "GROCERY" or "GROCERYSTORAGE". Am I doing something wrong? Should I restart and run a custom Map, and only the Map, for testing? What governs loot spawning in shelves? Is it tied to the room, or to the shelf? I'm sick of books in my tool stores and electronic stores. Thank you for any assistance you may render. Warm regards and warm bodies, -TURTLESHROOM
  16. When you place a Sandbag Wall or Graven Bag Wall, the sillouette is shown with a wooden floor with them – however, when you place them, just the bag (without the wall) is being placed. Ideally, the sillouette should not be shown with the floor to avoid confusion.
  17. I think all these items should be able to rip apart/cut with scissors for resources, but they are currently not – I bet there's more, maybe I'll try a debug to see a complete list, but for now I'll list those that I find Bandanas Baseball Cap Belt Beret Bikini Boots Clip-on Tie Fedora Flip-flops Fingerless Gloves Kentucky Baseball Cap Military Boots High Visibility Vest Holster Shoes Sneakers Socks Swim Trunks I know there are continuous improvements to the clothes that are being worked on before 41 final, so maybe these are known and will get sorted eventually, but in case not, it'd be cool if that helped find them.
  18. While there seems to be some kind of protection about it when each item give XP only once for installing and uninstalling it in a car, it seems that after you switch cars it is no longer the case and eventually you can go back to the original one again. Combine that with the fact that unlike other parts, light bulbs, radios and batteries can't lose any of the durability when installing and light bulbs are plentiful (you can disassemble radios, TVs or take them out from lamps or other cars – 4/each car), you can grind mechanic experience pretty easily. I know it's not yet time for balance and some skills are way easier to train than others, plus it doesn't give tremendous amount of XP given the time required for it to pull off, and you need more than 1 car at relatively safe splot, it seems there should be some more protection about exploiting it. Maybe make all these items slowly lose durability when (un)installing or stop gaining XP from it past level 1-2 of mechanics (or enforce keeping track of when the part is installed more, but I think this approach is overly complicated and keeping track of each item seems unnecessary data). I think sawing logs and some cooking recipes got a similar treatment before.
  19. Placing a stone on the ground causes fog/the world to mostly disappear, items such as counters, sinks, fridges, tilled spots in a certain area east of the dropped stone. everything is still functional in the invisible zone. mods we're being used i'll put a list here: 300 points trait, additional hair colors, craft helper mod (v1.1.2) for PZ 36.4, Freespawn, Hydrocraft, Kingsmouth (just standalone world without the challenge part), pillows random spawns and pillows random spawns by location. (got too lazy to type these) survivorradio and finally eris_minimap. here is a link to a video featuring the bug: not sure if it's mod related or game related, but felt like sharing anyways
  20. https://map.projectzomboid.com/#0.33184541534583367,0.28283740661007234,537.4418766048999 There is a floating part of a house, where my character is and where the top most window is.
  21. Zombies will not attack barricades on the opposite side of the window they are (aka, if they have to reach through the window to get to them) Tested this a few times and it was repeatable, and even reversible, where zombies cannot attack barricades on the inside of the house when they are on the outside. (Only mod enabled was a cheat menu to spawn in zombies to test it. Tested it with "attack player constructs" both on and off. This works with all barricades types, as far as I know. Tested with planks and metal bars, could not attract them onto the metal sheet, however.
  22. I put my Character to do squats, then I had to pause the game for a moment and when I resumed the game, my character was squatting indefinitely. I had to go in and out of the game to get him to stop squatting.
  23. I've read about the folks have experienced losing shit upon reload of the game, experienced it for the first time myself last night and again just now. Last night parts of my world were reset to their default. I had set up a base at the clothing store between muldraugh and westpoint with pretty much the entire building gutted and rebuilt to how I wanted it. It seems when the tiles were reset to default it was only within a limited distance from my character, because not all of the tiles in there were reset, just surrounding my character, probably about 10 square radius. Also a lot of the stuff from my inventory is gone. I don't have the console from last night. Then, with a new character, I had started collecting stuff and making my way back to my old base and had to log off for the night. Just now when I clicked continue an error was thrown, figured it had to do with one my mods, but it doesn't appear to be the case. I immediately copied the error from console and continued past the loading screen to find my new character had most his shit from his inventory deleted and the time was reset to approximately midnight - don't have a watch to confirm. Here is the error from the console: Sorry, I've forgotten how to spoiler on here.
  24. I have had a few massive hitches while playing, but usually the game snaps out of it and I can continue on. No rubberbanding involved. Just had a massive hitch that the game didn't recover from. Could still hear ambient noises, ALT+F4'd to get out of it and save my character in the event shit was going on behind the frozen screen. Here's the error from console:
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