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Found 19 results

  1. well, the image speaks
  2. Good evening. This is something I can't explain in pictures, because it's in motion. I can, however, describe it. I am also experiencing lag like I've never imagined, although I attribute that to the "Super Survivors" and my entry into a place I have not been before, which requires new Survivors to be generated. (Trying it without the "Super Survivors" enabled only caused monster lag when there were large numbers of zombies.) When I summon a horde of zombies to follow me in my car (so that I may either ignite them or run them over), the occasional event in which the horde gets so big that the zombies literally stop my car happens. This is normal, and usually, my car can't move more than a few pixels for some time until I break out. That is where the problem arises. Zombie hordes keep concentrating on one side of my car, and the game clips as my car is forced in the direction the zombies are pushing. I have no control over my car until it crashes into something. It's as if my car is on black glass! When I plough into a horde of zombies and they stop me, the usual pixel-by-pixel shoving begins, but once I break out of the horde, my car suddenly lunges at full speed, as if the horde was a chain that had been broken, in the direction it was going. I cannot control, break, or reverse course into the car unless and until it crashes in some way. It's as if my car is on black glass! I should mention, BTW, that it is in November, the temperature is approximately thirty two degrees Farenheit, and it is raining. This, coupled with lag, means my car crashes into everything and the game keeps lagging, so even when I am in control, I still crash into things. Even with all the Mods and the special Advanced Map, I never experienced any lag like this, and I've noticed a lot of change in vehicle mechanics and behavior since the IWBUMS V40.14 version. (Namely, the positive benefits are that I can run over zombies more efficiently and vehicles cause more damage to zombies.) Is this Working As Designed, or have I encountered a bug? Thank you for any assistance you may render. -TURTLESHROOM
  3. Taint

    Using existing .txt models

    Hey all. Long story short, I want to try modelling interiors for some of PZs native cars. Partially for fun and practise, with view to release as a mod later, if I do a decent job. My issue is that I need the base 3d models of the vehicles ingame to do so. I've found all the .txt files, but have no idea how to convert them into an actual 3d file of some kind (OBJ, STL, FBX, etc). Does anyone know how to achieve this? Thanks.
  4. Vadyanga

    [OnVehicleMove] or something like that

    Hello, I'm need some help In this site resources, I found events (seems decompile..), and one was: Events.OnPlayerMove.Add(functionName); But, it does not work, when you are in car( It's bug, or what? ), and I did not find anything like: OnVehicleMove The question is: How to get coords, [without OnPostUIDraw or other not connectable events,] when you are in car? But, however, I can use crutch: OnPlayerMove and if plr:isDriver check coords by OnPostUIDraw..
  5. **THIS IS A NEW FEATURE THAT CURRENTLY ONLY WORKS ON THE WEATHER TEST BRANCH, MAKE SURE YOU ARE SUBSCRIBED TO THE WEATHER BETA BRANCH BEFORE TESTING** 1) The first thing you want to do, as with most mods is to create your mods folder structure, use the image below as a reference, replacing MOD_NAME with the name of your mod: Don't worry about the files shown above, you will be creating them as you follow this guide, just make sure to remember, anytime you see "MOD_NAME" in this guide, replace that with the name you chose for your mod. 2) In your "..mods/MOD_NAME" folder, create your "mod.info" text file which contains the following code: Remember to replace all "MOD_NAME"'s with the actual name of your mod. 3) In the same folder, create/place your MOD_NAME.png , this will be the thumbnail used in game as the poster/picture for your mod. 4) Next up, in your "mods/MOD_NAME/media/lua/client" folder, create your MOD_NAME.lua file with the following code inside: This is the script that will load your model and scripts into the game, it also controls the spawn rate for the car in each type of zone as well as providing the vehicle mechanic overlay. Remember to replace all instances of "MOD_NAME" with the actual name you chose for your mod. 5) Next, in your "mods/MOD_NAME/media/scripts/vehicles" folder, create your MOD_NAME.txt file containing the following code: This script example contains all of the parameters to control the simulation of the vehicle, such as engine power, gear ratios, collision cube and much more. You will (hopefully) find it well commented to give you an idea of what each parameter does. You can look in the games "media\scripts\vehicles" folder for a vanilla vehicle script that more closely reflects the vehicle you are adding rather than starting with the example above, have a good look through them all to get a sense of the different templates you can use and the various changes that can be made to different components. 6) Now you need to (if you have not already) make the 3d model for your vehicle. We suggest using Blender, but as long as you're experienced in 3d modelling, any program that can export .ply files should work, just make sure your faces are triangulated, in Blender you can do this by selecting your model in Edit mode then pressing Ctrl + T. Then drag and drop the exported ply file onto the converter supplied below (unzip the below file, drag your .ply directly onto the .exe, do not double click the exe), it will output a new txt file with the same name as the .ply in the same directory. Copy the new .txt file into your "mods/MOD_NAME/media/models" folder as "Vehicles_MOD_NAME.txt This is the .ply to PZ convertor: PZ_PLYtoPZconverter.zip 7) Now it's time to create your vehicles texture files, these should all go into the "mods/MOD_NAME/media/textures/Vehicles" folder. First up is your "Vehicles_MOD_NAME_Shell.png" , this is the main texture image for your vehicle and needs to be 512x512 pixels, as do all of your textures, below is an example: Next there are 6 different overlay/detail png's to create, the first is for the vehicle lights ("Vehicles_MOD_NAME_Lights.png"): Then the vehicle rust ("Vehicles_MOD_NAME_Rust.png"): The next 2 image examples ("Vehicles_MOD_NAME_Shell_Damaged01.png" and "Vehicles_MOD_NAME_Shell_Damaged02.png") are to show light and heavy damage, respectively, on the vehicle's shell. They are used to represent dents in the bodywork: The next 2 image examples ("Vehicles_MOD_NAME_Overlays_Damaged01.png" and "Vehicles_MOD_NAME_Overlays_Damaged02.png") are very similar to the previous 2 except they are for showing damage on windows and lights as well as scratched on the body work: The last file we need is the vehicle colour mask ("Vehicles_MOD_NAME_Mask.png"), which should also be placed in your "mods/MOD_NAME/media/textures/Vehicles" folder. This tells the game which parts of your vehicle texture correspond to which part of your vehicle model and is needed to display damage, lowered windows and removed elements etc: Here the colour values to be used: Copy your complete mod folder structure into your C:\Users\YourUsernameHere\Zomboid\Mods folder, load the game, turn the mod on in the mod menu and start a new game, your new vehicle is now ready to be found and taken for a spin. Finally, here: ZAZ968M.zip - you can find an example vehicle mod using the above instructions. Notice the included example mod uses a slightly different process with its textures/overlays. The main texture is transparent while the detail has been shifted onto the vehicle_lights .png. This allows the game to automatically and procedurally generate different colours of your car when they are spawned in. Happy Modding!
  6. Laird Thaddeus

    Vehichle drops

    playing MP on a private server running vehicle stable build 39 (steam version). we have all noticed that when you load in the vehicles seem to load off of the ground and then drop to the ground level. Today noticed another problem in that both vehicles i had outside my safe house had all 4 wheels fall off as i drove away. they were showing on the vehicles when i got in but after moving a tile they all fell off simultaneously
  7. Car acceleration is very low, turns on coutryside road are very aggressive at high speed. all roads are mountain roads ? 45° road could smooth curves and prevent from slow down. they are only around the train station. They would be very appreciable here, here, etc.. and pretty here (rail do, why road not), here, here, here, etc.... before vehicle was visual, but now it is handy and visual. it's seems to be only a map modifcation (exept 45° sidewalk and signaling lines on high way).
  8. Ayrton Orio

    Garage and vehicles

    Hi everyone, During my last session I realized for the first time that garage doors were not big enough to let cars go in. Is there a plan to get the door bigger?
  9. At this moment I do not know how work the principle of using service paintjob at services vehicles, but I want to suggest using a variable number to assign a pattern at the vehicles. For example, I'll take a sample of vehicle liverys from GTA IV and GTA V. This will be useful for optimizing the game. Now for more details: In GTA V, we can find vehicles with a variation of numbers on the roofs of patrol cars / taxi / firetruck's. Is that how different textures are applied on one model. Long time ago I did the LCPD Cruisers for GTA IV and use diffirent livery to make use a one car for ownership to different regions of the city with different textures. Example: 1. Libery City Polcie Department livery Port Tudor Polcie Department livery Alderney City State Police livery In exactly the same way, we can use one model for different cities in Project Zomboid by setting the livery binding parameter to the spawn region. if Muldraugh = "1" then copcar1_livery = "1" - copcar1 at spawn position around Muldraugh spawned with livery 1 (Muldraugh Police Dept.) West Point = "2" then copcar1_livery = "2" - copcar1 at spawn position around West Point spawned with livery 2 (West Point Police Dept.) Valley Station = "3" then copcar1_livery = "3" - copcar1 at spawn position around Valley Station spawned with livery 3 (Valley Station Sheriff Dept.) Louisville = "4" then copcar1_livery = "4" - copcar1 at spawn position around Louisville spawned with livery 4 (Louisville Sheriff Dept.) Brandenburg = "5" then copcar1_livery = "5" - copcar1 at spawn position around Brandenburg spawned with livery 5 (Brandenburg Police Dept.) Fort Knox = "6" then copcar1_livery = "6" - copcar1 at spawn position around Fort Knox spawned with livery 6 (Fort Knox Sheriff Dept.) ... = "7" then copcar1_livery = "7" - copcar1 at spawn position around %new city% spawned with livery 7 (%new city%) ... = "8" then copcar1_livery = "8" - copcar1 at spawn position around %new city% spawned with livery 8 (%new city%) ... etc. I think this approach will help to bring variety and realism into the game. Thank you!
  10. A the title says, here's my suggestion towards the Dev's for another type of large vehicle that I for one would love to see in the game. I saw in some threads the mention and occasionally pictures of buses and other transport vehicles. Since there's already kindergartens and schools in Mouldraugh and WestPoint (probably someplace else also I don't quite remember) and on custom maps I would love to first of all, see School Buses like this one, which let's say, can hold up to 12 people or such in total. Now, the vehicle won't be op. It drives slower but has a large fuel capacity, it's harder to steer it at higher speeds and turning in general is a challenge just like in real life, also it's more durable but replacements parts and such are harder to come by (ex: only found on trucks and mechanic shops). Same things apply to the Prison Bus. As for the Prison Bus, being reinforced to stand up to more damage will mean that the consumption of fuel might be a bit higher but overall it will offer more protection for the player/s. Also, inmate zombies with a matching Bus ? WOOP WOOP! Now, moving on to the Trucks section. We already have the UPS type trucks and the mail delivery trucks in the game, but they are just for small deliveries. While I know large vehicles might be a problem in PZ, I think that they should be added since cars are becoming more and more diverse. Cars like security trucks, dump trucks, garbage collecting trucks and transport should be something worth of finding. Large fuel capacity, large consumption, hard to turn but with good speed and durability. Not to mention that they are loud and they'll attract zeds worse, if not the same as a bus would. I'm not sure if adding trailers to it would be a thing but I would surely love to see that. A box truck (furniture moving, delivery truck etc. Knox Telecommunication Utility Vehicle.
  11. dma_1987

    NO CARS IN VEHICLE TEST

    Hey guys, Is it just me or there's no longer cars in the vehicle beta server? I updated and it no longer works. Literally no cars showing up after the update. Anyone know what's going on and how to fix it? Thanks so much!
  12. nolanri

    Driving Cars Mod

    Official Web Page: http://undeniable.info/pz/DrivingCarsMod.php List of all the Vehicles with their information here: http://undeniable.info/pz/DrivingCarsMod.php#list Please Help Contribute if you can! TO DO LIST: Fix Problems on Multiplayer: GridSqaure:transmitRemoveItemFromSquare(item) seems to occasionally fail or time out when used multiple times per second. This problem is causing cars to duplicate themselves from time to time as you drive along. I have yet to find a solution to this Maybe we can kindly ask the devs if they can provide a method for the IsoWorldInventoryObject class such as setPosition(newX, newY) though I understand this could be more difficult then it sounds as these world inventoy objects are relative to what square they exists on. So if thats too much to ask, I can live with just a setTextureOffset(newX, newY) method so I can just change the offset of the car Until it moves onto a different square. This would reduce my item drop and pickup command spamming by like 80% which should fix the problems experienced in MP. What do you say devs? Make isometric car images for other kinds of cars with all 8 angles We should really make our own art as I just found most of these cars on google images, though I made slight adjustments to them, we really need you artists to whip us up some isometric vehicles from the 8 angles you see. Including one image of the car being broken. Off Topic: Feeling Bored? Try these games The game of Stones The game of Lights
  13. Austerbeatle

    Vehicles?

    When come a vehicle update or a Mod ? I wait for a long time for this but nobody makes a mod like this ? Is Anybody working on this please inform me !!
  14. Sorry if posted, double sorry for speaking about a thing not yet implemented, but I read today's Mondoid's section about vehicles, it said something about how annoying it would be not to have keys when there's abandoned cars everywhere... Well, I came up with a more balanced (IMO) way: you should have keys required, BUT if your Electricity skill is high enough, you can hijack the car by connecting some wires for ignition to start (now, I was inspired by some cartoon, possibly Lilo & Stitch from early 2000's, not sure if it's real to start cars like that)
  15. Hello, kind of new here c: ( I'm not whining, just a big fan ) I think the game should have a mechanic skill added, so you could scavenge parts from broken down cars in order to repair a car that you want to use. As you level up on your mechanic skill, you can repair better cars ( level 0 - bicycle; level 1- small motorbike; level 2 - subcompact car; etc ) as they will all have stats, like fuel capacity, consumption, noise etc. Some examples of cars from the smalles to the biggest: http://www.carsonelove.com/uploads/2014/01/Car-Body-Types-1.jpg Of course not all cars should be functional, most of them should be broken beyond repair and you could only scavenge them for supplies, weapons, gas and parts. I think some of them should be unlocked, like in a real life crysis, while others should be locked and you'd have to break a window to get in, the only danger being the alarm system (if they have one). Once your finnish your car, you can have the option to reinforce it with metal sheets and a blowtorch (found in warehouses, vehicles, gas stations, garages etc), and you could even add defensive items like spikes or a snow plow maybe Anyway, I hope at least some of these ideas can be added ^^ Keep up the good work, it's paying off.
  16. Hello! I just have a few questions for the devs about vehicles and such. 1: What are priorities concerning vehicles? I personnally think they should be high on the list, considering some places on the map (Such as the mall, or transit between West Point and Muldraugh) are incredibly far away and can take hours of real time to get to walking. It is a incredibly realistic map and placement makes sense, but it can really get tedious and boring walking along a highway for an hour of RT. 2: Will they have cargo space? I really think that would be good, such as the trunk or the back of a pickup. It would be not only realistic but helpful as well. 3: Customization options? It would be cool to be able to modify or repair your vehicle. Repairing would definitely be a neat feature, like having to replace spark plugs, batteries, etc. 4: How rare would working cars be? It would be neat to find smashed up cars to loot, but what about functioning ones? And fuel? Currently, fuel is pretty rare. It shouldn't be as rare as it is once cars are a feature. Thanks, and if anyone can answer these questions, please do!
  17. Mattix

    Transport

    It seems weird that there is this pretty large map with streets all over the place and yet no vehicles or easy ways to get from Westpoint to Muldraugh or vise-versa. If there were cars, bikes or trucks that could smash down walls if traveling at a certain speed that'd be great too. I believe you could also impliment the ability to take fuel from different vehicles for molotov cocktails or for your personal transport. Using sound for starting the car and car alarms would be impressive. I believe the best way to to use this and so getting cars isnt so easy is that you have to find keys possibly inside a building for a car waiting in a car port. Thankyou for reading if anyone took the time. )
  18. Roach

    Bikes?

    I am well aware that vehicles have been suggested; but so far I have not seen pedal bikes being suggested. Pedal bikes in a realistic perspective + Easier to maintain than a car + Quiet compared to a car (hordes not storming at your sorry ***) + Easier to steal (simply cut the lock) + Allows you to outrun zombies + Allows you to travel average distances easier - Slower than cars - Causes fatigue - Causes hunger - Can't run zombies over effectively (compared to a car) - If flipping over you become very exposed. Possible extensions: -Firing weapons/ swinging weapons while biking -Maintenance: Replacing brakes or busted tires. -Improvements: On-road or Off-road equipment. adding equipment like extra bags or honk horn (to bait hordes). Generator for bike light or perhaps powering your house? Feel free to post suggestions or your opinion.