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Found 210 results

  1. Move MP delete button

    is it possible to get the delete button moved over a bit on the multiplayer server page? i managed to accidentally delete a server i was playing on with friends instead of joining due to the closeness of the buttons (mouse slipped). so instead of being where it is below just move it to the left a bit so its more central.
  2. I've started a new Project Zomboid series on my channel, and it's just very cosy. And it should remain cosy, at least until we inevitably start backstabbing each other...
  3. When I try to join a server, the game unexpectedly closes. I can still play single player games just fine, but I can't connect to any multiplayer games. I've tried connecting to both local multiplayer games and games on the internet. It closes and the bat file that it leaves is attached. The bat file usually looks fairly similar, the last line before closing the file is never an error, it is always just like another line of the connection process then the game just closes. I'm trying to launch the game through steam, and the version is 39.67.5. I've been trying a bunch of stuff over the last two days and here is the rundown of what I've tried so far. Deleting all local files and reinstalling, including deleting through steam installation directory, and deleting the zomboid folder under my user profile. launching through steam, and trying to join a server launching both the 32 bit and the 64 bit version the game located in the installation directory. Connecting to online servers a friends LAN server A server hosted on my own machine. Tried older versions of java, but they all act the same games wise and connecting wise. Both online with steam and launching the game without any steam integration, but still same issue. Tried moving directories of the game cache from my user profile to another directory. Altering video settings(Turning off 3D renders, 3D models, multicore settings, etc.) I've been searching everywhere on the forms and on google and I can't seem to find anything that works. I would greatly appreciate any help, and let me know if there's any other kinds of log files that would be helpful. Thank you.
  4. So it seems that in the current weather test (40.3) you can make a multiplayer server, but the zombies are unkillable and unpushable with anything other than car. I tried it on my my wife's computer on different worlds and different settings, we both run Linux. I tried jawstab, shotgun and regular weapons (sledgehammer and frying pan) and nothing hits them. It works fine in stable/iwbums 39.67.5.
  5. Duplicated Cars (Multiplayer)

    So I was playing on multiplayer with my sister- just us, but the server tends to load chunks really slowly when we drive, and when we drive up next to the next one we often have to wait up to 30 seconds for it to load. Not sure if that's normal? We have about 3GB dedicated to the server (the computer has 12GB RAM total, current stable build, Windows 10). Well, after doing this for like, two irl days, we were driving back along a road we'd been on many times. We then saw that, just about every place we had stopped to load a chunk on our last time through that road, there was.. now another of the same truck. Items inside and condition were the same, and the engine was on with the key (also a copy, we had been in the car and running it on the road, afterall). We now have three to four extra trucks and are sort of confused. They still drive and I pulled the keys out and drove them around, though I didn't try taking items out of the glovebox, which is the only place that had items. So, definitely an odd bug. But I guess now we have a convoy..?
  6. It's been a while since I last played - around 2015-16ish or so. Now, with GoG Multiplayer support for rented servers at my preferred hoster (finally), I tried to give it another go. It used to go like this: I'd spawn in an empty, safe house, loot it, and get going. Looting along the way to a good safe house, where I'd then set up base - go in, turn off lights, add sheets and close curtains, then loot and organize. From there, I'd go scavenge the neighborhood, until I can build rain barrels and stuff, but I never had to barricade anything. A few Zombies would sometimes follow me home or bonk on door or windows when they heard me, and I'd go out and deal with them. Now, it goes something like this instead: We spawn in houses, that either... - A), have 3 Zombies in the same room with us, tearing us apart while closing all the windows that auto-open. We die. - Or B), the house is empty, and just when we closed all windows, 3 to 5 Zombies smashed into the house to swarm us. We literally just spawned, are unarmed and have to flee in chaos already without looting anything - no weapons, food or sheets. We both died several times (like twice each) just spawning in. Excuse me, we're trying to read here... Aren't you supposed to spawn in a guaranteed zombie-free house to prepare a bit, first...? Is there a setting...? After that though, we meet up and loot houses - but food is set to "rare" by default so we're always hungry - empty fridges everywhere. Constantly sneaking and looking around, we find a promising, empty house. Approaching it from south, no zombies around as far as we can see, nor inside - we get in, switch off lights, add sheets and close curtains. Then we begin to unload so we can go scavenge nearby. But while we're sneaking around inside the house to organize, suddenly there's 5 - 6 zombies in the room with me. They came through the window, which silently broke just 1 or 2 tiles next to me (I didn't select deaf)... this happened 4 times by now. Windows are breaking silently like 70% of the time, I died to it once, nearly a second time. We then have to evacuate in panic, leaving behind half of our stuff as the house somehow and without any apparent reason fills with zombies from all around, including from the north (while we came from south, and weren't followed). That happened one, twice, then three times, and a forth time... it's a clear pattern by now. I'm baffled - that's not how I remember playing this...? I don't see anything obvious we might be doing wrong here? I expected to be building and fortifying a base once we got enough stuff to do so, and going on raids through the neighborhood with my pal until then. - How do zombies from all around "magnet" to the house we're in for just 5 minutes? - How do windows break silently right next to me? - Do doors or inventory backpacks make noise when using them, or something? If we go to a parking lot or open field and behave the same way (minus the doors and containers), nothing happens. Even when there's zombies within view distance, they don't see or hear us. Are there any currently known bugs with the GoG version, or settings we can use to make the game enjoyable again...? I already set zombies to be active just during the day, decreased the population multiplier to 0.35, and set them to not randomly attack stuff hoping it would help. The zombies were really slow at night, but still, the same stuff happened to "our" houses. Just... more slowly this time around. Added a slight comedic effect, but didn't fix the problem, in the end. Halp...?
  7. Hi I want to add custom safehouse locations to an existing multiplayer server. After some thinking and searching I figured it would probably be easiest to use a map mod. The goal is to add a claimable safehouse and if possible not provide anything more than a bare minimum foundation for the player to claim and then build their own house on top of. No free walls etc. if possible. Plan is as follows: Download and get map editor working - Done Create a 1x1 cell map - half done, I think I understand the basics Figure out how to import map and lot information from the Muldraug map for a specific sector Figure out minimum requirements for a safehouse to be claimed Add my new safehouse Fire up and test the mod as a package If it was possible I would prefer to just mod the lot information for a sector and add that into a mod, but I am not sure that is possible. If it is, please let me know. I am currently stuck on trying to import the lot information for the location I have chosen. I find the coordinates and what sector to copy from the gamefiles using the coordinate system at, but I am not sure how to import that information into my custom map. The information itself seems to be located under the game folder here: media\maps\Muldraugh, KY I am also unsure whether I can get away with only changing the lot information or if I actually need to provide the entire sector as is from the game files to ensure it does not mess up the map itself. If this belongs under the help section, please let me know.
  8. Hi all, You are all welcome to join my Discord server. I also have a PvE PZ Server as well that you are all welcome to play on. Discord - Name - M700N's UK PvE Server Mods - IP - Port - 16261 M700N
  9. Hi all, Please come along and join my PvE server. Details below; Name - M700N's UK PvE Server Mods - Discord - IP - Port - 16261 IMPORTANT TO KEEP YOUR SAVES. When you select the server in the server list change the IP to and save it to favorites. This is so when the IP changes on the server it does not affect your save. Once it is added to your favourites it may appear offline but if you connect it will work. If you do join the only rule there is is to not take over any commercial buildings as Safehouses because it will prevent loot from appearing within for other players. A couple of things to note also, you will be able to claim a Safehouse after 1 day of survival and you will be able to create a Faction after 2 days of survival. 1 day is 1 hour real-time. Cheers, M700N
  10. Hi Everyone, I've been looking around but I can't find a configuration that works for me. We are trying. Start with a low number of Zombies everywhere, not only in the cities Increase the number of Zs over the time with several peaks (if possible). No respawning and Zs should run faster during night time. Also we have already spent some time building stuff so we want to keep the buildings as they are. We don't care about loot and other stuff. Is there a way to accomplish this without having to do a hard reset? We are running a dedicated server at home in Linux CentOS using the version 39.67.5 (Steam), we had a good configuration before the "car upgrade" but we are failing to get something similiar. I would highly appreciate if someone can help me with this because we are at a loss. I am attaching the lua file. You can also find the file here: ch0ks pzserver_SandboxVars.lua
  11. Carpentry Bugs

    Hi, I have a few multiplayer carpentry bugs to report: 1) When building a new second floor on a server hosted via steam client, I cannot add wood floor tiles to extend the second floor to previous wooden floors that someone else built. If I restart the server, it seems to update the location of the new wooden floor tiles on the 2nd floor which will allow me to continue building from the wooden tiles that were not initially built by me. This seems to also affect wooden wall frames because I cannot build wooden wall frames on second floor wooden floor tiles that were not build by me until the server restart. A trick around this is to build a wooden floor tile on the same location from where there is already a wooden floor tile that was not built by the player in question, which will allow you to extend from that spot. 2) Sheet Rope: When building sheet rope on a server, it will not allow you to quick climb down using the E button until you restart the server? It seems to need to update/save the newly built sheet rope there before it will allow you to quick climb through. You can quick climb up no problem using E when it is built but the problem seems to be with climbing down. 3) You cannot drop antique outdoor lamps that are looted from houses with a screwdriver and electricity. When clicking and dragging to the floor or right clicking and selecting drop, they still stay in inventory. You can only drop them by putting them in a bag and dropping the bag or by building them on a wall.
  12. IWBUMS 39.64.1 on Windows. In multiplayer, items don't always show up in containers for all players. I'm playing a two player PZ game in which I am the host, and hosting the game though the in-game menu in the client (as opposed to dedicated server). Sometimes, I will not be able to see items that the other player can see in a container. If the other player takes the item out of the container and puts it back in, I can now see the item. There have been no cases (so far) of items that I can see that they can't. This problem has happened with both items that were generated in the world (i.e. canned goods in a house we were looting) and items that we placed (water in a cooking pot in the stove in our safehouse). We've been playing quite a bit since vehicles were introduced in IWBUMS, but this has only been a problem since 39.64.
  13. LF a PvE server to casually play on

    LF a PvE server to casually play on. One where it isn't reset and people don't build absurd structures and destroy everything.
  14. So I was having the issue where the game gets stuck on loading world when hosting a multiplayer server. I copied my map and player data from the zomboid folder to make sure it wouldn't get deleted. I then uninstalled the game and deleted the zomboid folder and the project zomboid folder. After reinstalling the game and placing my saves in zomboid/saves/multiplayer they don't show up as an option to launch in the host menu. By the way I've been running this server with Hydrocraft. In order to get it to work I always open the options.ini file in the zomboid folder and add "Mods=Hydrocraft" (without the quotes). When I click the mods tab in the main menu it does list Hydrocraft as being installed. Thanks for any help or advice in advance!
  15. Stumbled upon this recentyl and talked to EnigmaGrey on Discord about it. I think the behavior of the game when a player tries to connect to a server with an existing save that has a different ServerPlayerID needs improvement. Situation right now: During loading the screen stays black with a small hint at the bottom. Couldn't get rid of it, no mouse click, no ESC, no space, no Enter, only task manager and killing worked. Preferred behavior: Add two buttons, one "Return to main menu", the other "create new character". The hint stays the same. This would be much more newbie friendly, because right now affected players need to manually delete their savegame. If a serverowner want's to completely restart and force every player to start with a new char the only way to achieve this is to alter the ServerPlayerID within the servertest.ini, but many players won't understand the hint and will never visit the server again because of this.
  16. Greetings, I think it would be best if admin or any account with a special accesslevel doesn't count against the MaxAccountsPerUser server setting. As per design by TIS you can't properly play with a character that has an special acceslevel defined because some of the special abilities are always on. So if a player how is a staff from the server want's to normally play the MaxAccountsPerUser setting has to be set to 2, which opens up every player to create a second account. My proposal: accounts that have a special abiltity aren't counted against the MaxAccountsPerUser setting, so this can be set to 1.
  17. Custom server commands

    Greetings, I'm trying to implement custom commands for my mods but it looks kinda tricky. I was looking at the client/ISUI/ISChat.lua and there is the "onCommandEntered" which seems to execute whenever a input from a textbox is transmitted (here the textbox from the chat window). This also handles the commands shipped with the game. The "easy" way would be to override some stuff from ISChat, but isn't there a better way to do this?
  18. So what's the procedure switching from Steam to a dedicated server? I set the dedicated server up, copied the sandbox and config files, then I copied the server map files and etc. Is there anything else I need to do? I explained to my friends how to copy their map_p file for the player character but it seems extremely buggy and laggy after switching. Like the map isn't loading properly for them, and for one person in particular, there was a delay of about 3 minutes for any text to display in chat, actions were slow, etc. Not sure if I missed a step or need to start a new server.
  19. Coxis ServerMessage (MOTD-like)

    Greetings, another little mod from me and again, only useful in multiplayer. What does Coxis ServerMessage do? With Coxis ServerMessage (short: CSM) you, as in the serveradmin can display any text-information for your players that you want. This text will be displayed for every connecting player in a modal window. The player can still play the game, but the window will stay atop. If the player clicks the OK-button the window will close. How do I (=Serveradmin) edit the text? That's pretty simple: With the mod ships a CSMrules.txt, you can add your text there. Be careful to not make this to long at the moment (will get changed in a future update). Example preview: Download: Sourcecode on Github Steam Workshop
  20. How to share my map with a friend?

    Hello everyone! In short, two friends and I are playing in the coop mode, I wanted to know if for example the one who created the map or the world can pass it to another so they can continue playing when he is not there. Thanks
  21. Survivors Mod Dev Support

    I hope it's not too contentious a thought to be said but... Any chance the team could get someone to help put @nolanri's Survivors on MP? Secretly, even? This is just such a game-changer I don't even think of it as a "mod" anymore. It's at the point where playing Zomboid means choosing between playing a quiet scavenger game with a handful of friends, OR diving into a chaotic zombie apocalypse. I would REALLY love to do both (as would likely everyone who subscribes to Survivors). I don't mean "quiet scavenger game" to be a disparaging remark- I've had a semi-regular group going at this game for most of the year I've had it, so obviously things are doing fine! Props to the team for where the game has gone over just my year of playing it. Anyways, there it is, cheers all! I hope I incur no wrath in posting this, and I will not be offended if this comment gets shut down or removed for being too similar to a demand for the three letter N word! Dirty, dirty word...
  22. Hey there! I've started a Multiplayer Dedicated server on Project Zomboid for playing with my friends without requirement of inviting them, so they can get in, but when I give myself admin from console, I have infinite carryweight and I can easily move very fast Items on my inventory and I don't want to have it. I have limited carryweight on backpacks, but I have infinite carryweight on normal Inventory. Is there any way, or command to stop having this Infinite Carryweight?
  23. Another multiplayer request, maybe super simple? I'm wanting to bind my party to a shared fate/endgame. I think I have the effect I want (from Snake's Spiffo Skills Mod), but I can't figure out the right event to make it happen. The event would be something like "On player update, if player isdead," then I want this to happen for all online players: local dmg = ZombRand(5) + 15; player:getBodyDamage():getBodyPart(BodyPartType.ForeArm_L):AddDamage(dmg); player:getBodyDamage():getBodyPart(BodyPartType.ForeArm_L):setScratched(true); player:getBodyDamage():setInfectionLevel(1); So that effectively on player death, all other players become infected. If one player dies they take the party with them! Would anyone be able to make this happen for me or give me some advice?
  24. If I were a braver man and weren't so scared of learning to code I would try to do this myself... Would it be tricky to throw together a mod that does something like this in MP (local co-op): -Trigger: Any player dies -Spawn 10 zombies near random player -Trigger noise on said random player to draw zeds to them immediately -Add a counter to create +5 additional zombies next time this event is triggered. Easy? Difficult? Could someone throw that together for me? I'm trying to get my buds to stop friggin dying all the time without consequence, while also adding a challenge for everyone else.
  25. Enigma Edit: Countdown timer for those that do not trust our time-traveling shenanigans! Soon to be added to the IWBUMS public beta is an optimization made and discovered by Steve of BitBaboon that could optimize zombie transmission over the network quite a bit. This optimization limits the amount of zombie placement and zombie movement data that’s shared between players, while still keeping the online gameplay rolling. It has the potential to be quite a big deal, but we need to know just *how* big a deal. As such this Wednesday 23rd August at 7pm GMT (8pm BST, 9pm CEST, 2pm ET)* we will be running a test IWBUMS server with this running alongside Stas' previous 'Server Save' work. Anyone willing to jump on and play the game for an hour will AGAIN get a free Project Zomboid code to give to a friend/enemy/close family relation. All we need is for you to be running around on the server for an hour or so, and it’ll probably be quite a fun escapade. The only difference between this time and the last Megatest is that, to properly emulate a normal live PZ server, we will be capping the number of participants at 50. When the test is over, however, we will open the server a little wider. This does mean, however, that there will only be 50 Steam codes up for grabs for those initial testers. The fifty people who are online one hour after the event start (so an exact moment around/about 9pm BST) will be given a free PZ Steam code upon PM-ing an organiser with: The Steam ID number they were playing with. An in-game screenshot of the player scoreboard with your Steam account / character name visible. (Press ESC -> Players) No free codes will be handed out beyond this set time at/around 9pm BST. SERVER DETAILS: Test server is online and connectable! Just switch over to the IWBUMS build and find "IWBUMS Multi-Mega Test Two" on the server list to get there. Q. How do I get my Steam ID? Q. What should the screenshot look like? Q. How long will it take to get my key? *TIMEZONE CONVERTER