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  1. While playing co-op on the beta branch. Holding the manual floor attack key on keyboard, also forces the controller player to perform only floor attacks. This feels like a bug, since it makes sense that a keyboard press, should only effect the player, playing on keyboard, not all players.
  2. I was browsing reddit and this person found a door clip exploit using a office cubical wall against a door. More info in reddit post.
  3. ive searched for many hours and tried many solutions but nothing has worked here is the error code. fmod version:20107 LOG : General , 1630168252713> 1630168252713 fmod: System Create: OK ERROR: General , 1630168252712> [LWJGL] GLFW_API_UNAVAILABLE error ERROR: General , 1630168252720> Description : WGL: The driver does not appear to support OpenGL ERROR: General , 1630168252722> Stacktrace : ERROR: General , 1630168252726> ERROR: General , 1630168252727> org.lwjgl.glfw.GLFW.nglfwCreateWindow(GLFW.java:1714) ERROR: General , 1630168252730> ERROR: General , 1630168252731> org.lwjgl.glfw.GLFW.glfwCreateWindow(GLFW.java:1897) ERROR: General , 1630168252732> ERROR: General , 1630168252733> org.lwjglx.opengl.Display.create(Display.java:135) ERROR: General , 1630168252735> ERROR: General , 1630168252743> org.lwjglx.opengl.Display.create(Display.java:86) ERROR: General , 1630168252746> ERROR: General , 1630168252746> zombie.core.Core.init(Core.java:2331) ERROR: General , 1630168252747> ERROR: General , 1630168252748> zombie.GameWindow.InitDisplay(GameWindow.java:384) ERROR: General , 1630168252749> ERROR: General , 1630168252750> zombie.core.opengl.RenderThread.renderLoop(RenderThread.java:146) ERROR: General , 1630168252752> ERROR: General , 1630168252753> zombie.gameStates.MainScreenState.main(MainScreenState.java:220) ERROR: General , 1630168252763> java.lang.RuntimeException: java.lang.IllegalStateException: Failed to create Display window ERROR: General , 1630168252765> at zombie.core.opengl.RenderThread.renderLoop(RenderThread.java:152) ERROR: General , 1630168252767> at zombie.gameStates.MainScreenState.main(MainScreenState.java:220) ERROR: General , 1630168252768> Caused by: java.lang.IllegalStateException: Failed to create Display window ERROR: General , 1630168252770> at org.lwjglx.opengl.Display.create(Display.java:145) ERROR: General , 1630168252775> at org.lwjglx.opengl.Display.create(Display.java:86) ERROR: General , 1630168252778> at zombie.core.Core.init(Core.java:2331) ERROR: General , 1630168252781> at zombie.GameWindow.InitDisplay(GameWindow.java:384) ERROR: General , 1630168252784> at zombie.core.opengl.RenderThread.renderLoop(RenderThread.java:146) ERROR: General , 1630168252792> ... 1 more LOG : General , 1630168252806> 1630168252806 fmod: Create DSP for capture sound LOG : General , 1630168259327> AngelCodeFont failed to load page 0 texture C:/Program Files (x86)/Steam/steamapps/common/ProjectZomboid/media/mainfont_0.png LOG : General , 1630168259458> AngelCodeFont failed to load page 0 texture C:/Program Files (x86)/Steam/steamapps/common/ProjectZomboid/media/mainfont2_0.png WARN : General , 1630168259502> TextManager.Init> font "MediumNew" not found in fonts.txt WARN : General , 1630168259510> TextManager.Init> font "AutoNormSmall" not found in fonts.txt WARN : General , 1630168259516> TextManager.Init> font "AutoNormMedium" not found in fonts.txt WARN : General , 1630168259518> TextManager.Init> font "AutoNormLarge" not found in fonts.txt LOG : General , 1630168259525> AngelCodeFont failed to load page 0 texture C:/Program Files (x86)/Steam/steamapps/common/ProjectZomboid/media/fonts/zomboidDialogue.bmfc_0.png WARN : General , 1630168259590> TextManager.Init> font "DebugConsole" not found in fonts.txt LOG : General , 1630168260262> Loading networking libraries... LOG : General , 1630168260412> Loading steam_api64... LOG : General , 1630168260543> Loading RakNet64... LOG : General , 1630168260557> Loading ZNetJNI64... LOG : General , 1630168260773> 1630168260773 znet: ZNet loaded LOG : General , 1630168260779> 1630168260779 znet: Compiled with SERVER_STEAMAPI == 0 LOG : General , 1630168260799> 1630168260799 znet: Starting with bServer == false Setting breakpad minidump AppID = 108600 SteamInternal_SetMinidumpSteamID: Caching Steam ID: 76561199197556503 [API loaded no] LOG : General , 1630168270096> 1630168270096 znet: SteamAPI initialised successfully LOG : General , 1630168270104> SteamUtils initialised successfully LOG : General , 1630168270171> 1630168270171 znet: Java_zombie_core_znet_SteamWorkshop_n_1Init
  4. Someone using one of my mods tells me they are getting a Java error in Build 41.53. The mod being used is Customizable Zombies. After about 10-15 minutes of them playing the game in West Point, a crash occurs and kicks them back to the main menu. Testing the mod on my own PC and the mod runs fine for me. No crashes have occurred in my game which makes it very confusing for me. My mod changes zombie speeds and toggles on or off crawlers based on the settings. The error seems related to Broken Fences. Here is the Java error. Also, with permission they allowed me to upload their console.txt file. It will be attached to the very bottom. The error occurs on Line 7294. ERROR: General , 1628108154417> DebugLogStream.printException> Stack trace: java.lang.IllegalArgumentException: invalid direction at zombie.iso.BrokenFences.addDebrisObject(BrokenFences.java:414) at zombie.iso.BrokenFences.destroyFence(BrokenFences.java:262) at zombie.iso.IsoObject.Thump(IsoObject.java:5377) at zombie.ai.states.ThumpState.execute(ThumpState.java:76) at zombie.ai.StateMachine.update(StateMachine.java:200) at zombie.characters.IsoGameCharacter.updateInternal(IsoGameCharacter.java:9710) at zombie.util.lambda.Invokers$Params1$CallbackStackItem.run(Invokers.java:37) at zombie.core.profiling.AbstractPerformanceProfileProbe.invokeAndMeasure(AbstractPerformanceProfileProbe.java:71) at zombie.core.profiling.AbstractPerformanceProfileProbe.lambda$invokeAndMeasure$0(AbstractPerformanceProfileProbe.java:83) at zombie.util.lambda.Stacks$Params3$CallbackStackItem.invoke(Stacks.java:230) at zombie.util.lambda.Stacks$GenericStack.invokeAndRelease(Stacks.java:26) at zombie.util.Lambda.capture(Lambda.java:130) at zombie.core.profiling.AbstractPerformanceProfileProbe.invokeAndMeasure(AbstractPerformanceProfileProbe.java:81) at zombie.characters.IsoGameCharacter.update(IsoGameCharacter.java:9355) at zombie.characters.IsoZombie.updateInternal(IsoZombie.java:2289) at zombie.util.lambda.Invokers$Params1$CallbackStackItem.run(Invokers.java:37) at zombie.core.profiling.AbstractPerformanceProfileProbe.invokeAndMeasure(AbstractPerformanceProfileProbe.java:71) at zombie.core.profiling.AbstractPerformanceProfileProbe.lambda$invokeAndMeasure$0(AbstractPerformanceProfileProbe.java:83) at zombie.util.lambda.Stacks$Params3$CallbackStackItem.invoke(Stacks.java:230) at zombie.util.lambda.Stacks$GenericStack.invokeAndRelease(Stacks.java:26) at zombie.util.Lambda.capture(Lambda.java:130) at zombie.core.profiling.AbstractPerformanceProfileProbe.invokeAndMeasure(AbstractPerformanceProfileProbe.java:81) at zombie.characters.IsoZombie.update(IsoZombie.java:2001) at zombie.MovingObjectUpdateSchedulerUpdateBucket.update(MovingObjectUpdateSchedulerUpdateBucket.java:69) at zombie.MovingObjectUpdateScheduler.update(MovingObjectUpdateScheduler.java:149) at zombie.iso.IsoCell.ProcessObjects(IsoCell.java:2862) at zombie.iso.IsoCell.updateInternal(IsoCell.java:5626) at zombie.util.lambda.Invokers$Params1$CallbackStackItem.run(Invokers.java:37) at zombie.core.profiling.AbstractPerformanceProfileProbe.invokeAndMeasure(AbstractPerformanceProfileProbe.java:71) at zombie.core.profiling.AbstractPerformanceProfileProbe.lambda$invokeAndMeasure$0(AbstractPerformanceProfileProbe.java:83) at zombie.util.lambda.Stacks$Params3$CallbackStackItem.invoke(Stacks.java:230) at zombie.util.lambda.Stacks$GenericStack.invokeAndRelease(Stacks.java:26) at zombie.util.Lambda.capture(Lambda.java:130) at zombie.core.profiling.AbstractPerformanceProfileProbe.invokeAndMeasure(AbstractPerformanceProfileProbe.java:81) at zombie.iso.IsoCell.update(IsoCell.java:5572) at zombie.iso.IsoWorld.updateInternal(IsoWorld.java:3175) at zombie.util.lambda.Invokers$Params1$CallbackStackItem.run(Invokers.java:37) at zombie.core.profiling.AbstractPerformanceProfileProbe.invokeAndMeasure(AbstractPerformanceProfileProbe.java:71) at zombie.core.profiling.AbstractPerformanceProfileProbe.lambda$invokeAndMeasure$0(AbstractPerformanceProfileProbe.java:83) at zombie.util.lambda.Stacks$Params3$CallbackStackItem.invoke(Stacks.java:230) at zombie.util.lambda.Stacks$GenericStack.invokeAndRelease(Stacks.java:26) at zombie.util.Lambda.capture(Lambda.java:130) at zombie.core.profiling.AbstractPerformanceProfileProbe.invokeAndMeasure(AbstractPerformanceProfileProbe.java:81) at zombie.iso.IsoWorld.update(IsoWorld.java:3113) at zombie.gameStates.IngameState.updateInternal(IngameState.java:1612) at zombie.gameStates.IngameState.update(IngameState.java:1319) at zombie.gameStates.GameStateMachine.update(GameStateMachine.java:101) at zombie.GameWindow.logic(GameWindow.java:285) at zombie.core.profiling.AbstractPerformanceProfileProbe.invokeAndMeasure(AbstractPerformanceProfileProbe.java:71) at zombie.GameWindow.frameStep(GameWindow.java:726) at zombie.GameWindow.run_ez(GameWindow.java:642) at zombie.GameWindow.mainThread(GameWindow.java:471) at java.base/java.lang.Thread.run(Unknown Source) console.txt
  5. Hi guys, I am facing an issue. When on the main screen And I click on "continue" Then the loading screen appears And and error pop-up is shown in the bottom-right corner And the game is stuck there Attaching the debuglog.txt there is some NullPointerException in some point that seems to be messing around. Let me know if you need something else. Thanks! 18-06-21_15-49-51_DebugLog.txt
  6. As the title says, I can't leave the car anymore. I just drove on the street and did hit the fence, it catapulted me into the air, landing on a burned car. Now Im on top of it and can't do anything about it. See the Video Link for details.
  7. Hello there First time posting and I'm not quite sure if this is a bug or an intended effect. My character has been receiving a large amount of stress gain constantly due to the high pop area that I decided to spawn and make my start. It got so bad that I decided to remove the smoker trait to see specifically what was causing it. after removing a large amount of zombie's leaving only their dead bodies I went and read a book and some newspapers to get rid of the stress affect. When I went outside of the house and started loading stuff into the car I noticed my stress came back quite quickly even though there was no zombie's in the area. I did a little digging to see how stress gets triggered and its due to being around a large amount of zombie's. Yet the only zombies around are their dead bodies. So is it intended that their dead bodies still give you stress or is it a bug?
  8. Ok so I'm just going to straight say it as it is. the stunlock system is garbage, 2 zombies come onto you, you might as well just exit the save because your not getting out of that without bites. I've had it happen repeatedly and I'm one of the "zomboid pro's" BUT I've come up with a simple solution. Link stun locks to fitness and strength: for example trips and fence lunges are handled by Fitness while zombie attacks (where you push them off of you) are handled by strength, higher the strength farther and quicker you push a zombie off of you, and higher fitness means you get up quicker. I'd also suggest a stun on the zombies as well. because the animation for pushing a zed is just as long as it takes for a zombie to stop falling back and come back (you'll push them away just to have the same zombie on top of you) perhaps make the zombie stagger and realign itself and THEN start moving to you. please think about this as those stunlocks are not at all balanced. they end more saves just because there is 2 zombies on both sides of you and you physically cannot escape. that is not a fair death. which you could say "zomboid doesn't give you a hand" which is TRUE, but balance is also important when making a game like zomboid
  9. El juego se ejecuta pero la pantalla queda en negro, escucho la música del menú de inicio pero no da video. Mi computadora es mala y lo mas probable es que se deba a ello, pero si no, y hay alguna solución a eso me gustaría saberla. Thx. (Google translator) The game runs but the screen is black, I hear the music from the start menu but it does not give video. My computer is bad and it is most likely due to it, but if not, and there is a solution to that, I would like to know. Thx. Solucionado, no se a que se debe, solo entre a la carpeta donde esta instalado el juego y lo ejecute como administrador y abrió normal. Fixed, I don't know why, just go to the folder where the game is installed and run it as administrator and open it as normal. 18-10-20_09-29-46_DebugLog.txt console.txt options.ini
  10. 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
  11. 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
  12. Description [03/04/2020] - Tested on Build 40 Stable and IWBUMS Build 41. I created this mod to add a bit more realism. It seemed a bit unrealistic that one can run straight into 1 or 2 zombies and not risk getting attacked. Mod Info: Zombies that you collide with or run into will grab a firm hold onto you and they will attempt to bite you. They will not be able to grab if they are hit or shoved. If they grab you, you won't get hurt as long as you hit or shove them before they attack. It is possible to sprint out of their grabs, but that may or may not save you depending how close they are once they attempt their attack. Steam Workshop Link: https://steamcommunity.com/sharedfiles/filedetails/?id=2013479771
  13. NOT A BUG: the window in the video is not a sheet metal barricade. zombies broke the barricade, and came through the window. The curtain looks like a barricade and that is why they were pathfinding into the room. in the gas station house south west of riverside the two doors are the only two entrances a zombie could access, as you can see, both are closed when the zombie spawns. I removed the stairs and replaced it with a rope climb. That could be why zombies are calculating path/ spawning in that location. I have the save zipped, it occurred for me three times over the span of an in-game week. PM me for link.
  14. In the video below, the Items were moved to rear seats, in the ambulance, you cannot see the rear seats from the driver seat, you have to open the back. If the rear seats are full, and you put items in the passenger seat, then get into the passenger seat, the items in the passenger seat will move to a single rear seat, and all items in the rear seat dissapear This specifically happened in an ambulance, tho I imagine it happens with other vehicles. What made me notice is that I lost a duffle bag full of loot and remembered putting in the passengers seat
  15. this may be fixed when they rework animation cancelling. Your spear should target the closest enemy to your 'ground pointer' reticle, something strange happened here and it caused me to get attacked. Ignore that you really shouldn't be fighting more than 1 zombie at a time, and just note the inconsistent attack.
  16. Currently, it is possible to hold down E, walk to an open window and jump through (holding down E on a window tile will work regardless) It is NOT possible to do this while sneak-jogging (Holding down the shift key), I haven't tested other movement states. Lead to this slightly frustrating moment in a play through,
  17. Been testing the new 41 update and when I made a new game (no mods) I have found this bug. It only affects walls and windows indoors and seems to change color from green to blue to red seemingly at random. I don't have any idea of what might be causing this bug and have even reinstalled the game but it still hasn't fixed it. If anyone know what this is I would be grateful for some help in fixing it, Thanks
  18. When I try to transfer items to the ground from an inventory that isn’t on my character the action starts, but the items transfer to my inventory instead of the ground. Edit: I use a controller, don’t know if this is the cause. Just realized I haven’t tried without one.
  19. when bandages get dirty, how about an option "replace dirty bandages with..." instead of having to remove them and then add fresh ones as 2 separate steps?
  20. It seems like, if you add poisonous berries to your fruit salad via the 'add random fruit' command, it doesn't show the green skull icon next to the food. I started with an empty bowl and added 2 poisonous berries via that context menu, ate the food and seem to be okay. I don't know how long being poisoned by berries takes normally, but I've been waiting for a couple of days and am still okay. xXx
  21. I always played with the hypochondriac trait and always managed to survive the fever after a scratch (unless it was the real deal). I don't know if it is fever being a lot more lethal now or bug but I can't seem to tank the fever anymore even being maxed fed. Side questions: Also Does prone to illness trait make fevers more lethal or simply just more common? Same question to slow healing trait?
  22. Can't wash hats, tanktops and socks. I think there were a couple of other items too that seemed to be unwashable, but I can't think of which ones at the moment.
  23. So I’d like to start off by saying that this update singlehandedly restores my desire to play this game, and it was definitely a breath of fresh air that this game needed. The new combat is beautiful, the sneaking is engaging and equally terrifying, the new clothing/armor system has me dressing up according to the situation, taking into account weight, cleanliness, and speed modifiers. I find myself taking things slow and choosing to jog on a worst case scenario as the first time I fell over while sprinting nearly cost me my life. That being said, no new system is without its...kinks. *Toreador March intensifies* Anyway, these were the things I found during my two days of playing. This is on a fresh install of Project Zomboid that was booted up in build 40 once, then booted in build 41 from then on. (Pictures included were taken on my phone as my internet is limited and I wanted to conserve) The Health system. I started a game on the Descending Fog challenge and immediately knew something was wrong. After escaping from an army of zombies, my character was hypothermic and declining in health fast. He passed out in a warehouse and woke up sick, nauseous, miserable, anxious, and panicking constantly. But most of all, he was at Terminal Injury for TWO whole days, and I was able to bring myself from being a literal corpse to full health after what should’ve been total, complete, and utter death. I also noticed that a laceration on my arm wouldn’t or couldn’t let me bandage (saying it was already bandaged) it but soon went away on its own despite the fact that it went uncovered and my clothing was both bloody and wet. I managed to cheat all odds and survive by the skin of my teeth when I’m all honesty it felt broken, as by that point I should’ve been a popsicle face down in the dirt. Positioning. With this improved locational damage, I’ve found that with an object in the way or a camera angle being a pixel off makes it impossible to stomp zombies, let alone trying to stomp them in the head. It’s a minor issue considering I’m now killing zombies before they collapse to the ground (heroic garden fork charge for the win), but if I’m unarmed, it’s a little fuming when I’m attempting to stomp a downed zombie and receive that ‘clunk’ of foot against floor, and then they get a free itch on my ankle as they flop onto their stomachs at superhuman speed. Another positioning issue is whenever I try to empty an object into a container. My character can and WILL find every moment to turn away from a container when I try to stash something and when it happens, my character decides to abandon the rest of her queued actions. That’s not to say her stupidity is accurate, being a recreation of me, but it feels like a notable issue. Error Messages The command console that opens in the background of Project Zomboid has always been something I admired cause it allowed me to see things like Error messages or stack tracing or whatever computer lingo I’d normally have to find a vague log of in AppData. With that being said, occasionally a massive wall of error messages appears out of nowhere noting things like missing textures and objects (generally flora-based or clutter-based) and also often times, a red counter will appear in the bottom right of my game from 1-7 and cause a massive frame rate drop for a second or two. Odd issue and I felt it worth mentioning. Meta Events There were a few meta events in my time of playing all of which gave me a right scare that caused me and my emotional fragility to burst into tears uncontrollably while I fumbled for my crowbar and M9 pistol. However, looking through my haze of tears I noticed that the dead were generally uninterested with the man screaming bloody murder and were particularly ignorant of the scared barking pooch, the latter of which I’m thankful for. Good poochie. I had Proper Zombies set to on so I’m a little surprised they didn’t find ANY interest in what had happened. So far, I’ve been more than impressed with the update and the problems I encountered did not diminish my gameplay for more than a minute, save for the Cheating Death thing (with screenshots of said terminal condition that I included).
  24. I selected Metalworker as a profession and added few other traits but after starting game I don't have any skills. I tried few times with Metalworker profession and other traits, still doesn't work. Haven't try with other professions.
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