Search the Community

Showing results for tags 'vehicles'.



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
    • Pen & Paper / Community RPGs

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


Interests

Found 65 results

  1. I think we need a city zone full of high skyscrapers ,highway roads full of cars blocking the drive way, tons of zombies roaming in the streets ,crashed useless helicopters that are like fun little set pieces ,military /swat vehicles that should be very hard to reach because of the large population of city zombies ,some of them should be difficult to fix and obtain like broken ,jammed military vehicles ,this should add more to players imagination ,giving a sense of deeper lore ,believability ,i really want this game to appeal a much bigger player base. even basic stuff like more types of detailed clothing (which would require , kinda increasing the resolution of playermodel) adding basic dialog like cursing while panniced etc ,would really give us more entertainment while playing ,and i lovr the new extreme weather system. also ,who wouldnt want to destroy everything with a tank in multiplayer with their friends like a small army of our own ,kinda like the governor from the walking dead . also ,i really would like to see players being able to hunt wild animals in this game like having a pet dog attacking zombies ,searching the ground for us ,or maybe wild wolfs ,and hungry dogs attacking both zombies and the player. oh man ,that would be so fun to mess around with !
  2. **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!
  3. tl;dr - weather effects currently present in the game also affect road quality, road safety, & the ability of a player to operate a vehicle safely; not only impaired vision from fog / thunderstorms, but also mucking up the operation of the vehicle itself (as tires/brakes can't handle mud/ice/snow well). Merging weather & vehicles / road safety would be awesome! Examples of hazards would be: Ice on concrete roads in late fall / early spring, when rainfall starts to freeze overnight & snow that's melted during the day freezes at night. Skidding on roads! I hope you're making your turns properly! Slip & slide all day every day, unless you're -really- careful and going -really- slow. Did you take speed demon? Oh boy, if your wheels spin out on you, you might be getting real close to Greene's. Heavy snowfall Limiting vehicles speeds, especially low-to-the-ground car speeds (like sedans). No snow plow service around town! Bonus points if snow also covers up cars' windshields & the like. Snow scraping time! Hopefully the zombies don't hear you de-icing the car.... Super-cold weather EDIT: per comments, winter tires to be able to move efficiently during the cold months? If it's notably cold for a few days (like in mid-winter in PZ) & a vehicle's low on gas, and the car hasn't been started for a few days, and the engine's old... you might have to find a friend to jump-start your car, because the gas lines (the route gas takes from the tank to your engine) froze from the cold & the engine won't start! Fun fact: while gas won't freeze itself, if your gas tank's pretty empty, water vapor builds up in it. That water vapor -can- freeze, and when it does, it makes your car unable to start. A week at a quarter-tank can screw you easy. Rain & mud on dirt roads / wilderness Did it rain recently, or is it raining right now? Time for some mud racing! All ideas are purely from living in suburban Chicago / rural Illinois for years & dealing with winter weather. What other ideas do you guys have for merging weather already in the game & vehicle operation together? Quick links: https://www.bellperformance.com/blog/how-to-thaw-frozen-gas-lines-in-a-car
  4. Deputy

    Different Dashboards

    Obviously not a priority right now, but I would like to suggest that eventually different vehicles have different dashboards and different dashboard designs. Taking from this thread by Jere, certain vehicles - such as taxis, military, and emergency services vehicles - could have built-in radios and microphones into the dashboard; older vehicles could have older designs, while newer models could have a more 'modern' dashboard appearance. An example I made based on the 1993 Chevrolet Caprice (police edition) for an in-game Chevalier: The hope with this would not only be having unique designs with different vehicles but also having several vehicle controls easily accessible and viewable (i.e. immediately clicking on the siren controls, or clicking on the microphone to talk), and presenting more of the idea that if the player's character sees it, the player ought to see it too. Again, not necessarily a priority, but something I would like to address and suggest as I think it would add to vehicles and gameplay overall.
  5. TheWraithPlayer

    Motorcycles

    With the addition of cars, I'd be excited to see motorbikes, or even just plain bicycles. Here are my ideas on the subject: Bicycle- a human powered vehicle that simply requires human endurance and occasional maintenance, though most of the time even slightly rusty bikes with serve you well, as long as the teeth on the chain don't bust. Has increased mobility over cars but decreased speed. Motorcycle- combines the speed and noise of a car and the mobility of a bicycle. The only negatives with these are noise and the amount of practice it takes to be any good with one. (which brings me to my next point) Riding skill- someone who has ridden a motorbike will tell you, it is a skill. Someone who has never rode before won't be able to just hop on a bike and run away with any speed or grace. It takes practice. Lower skill should cause lower speed and maneuverability, possibly (though as it would aggravate players would be better served as a sandbox setting) stalling out your newly acquired 'iron horse' Riding gear- these are the ideas I have on clothing added along with bikes Motorcycle helmet- offers head protection and negates head bites and scratches, but would make everything a little bit darker, making it difficult to use at night unless you had a light of some kind (headlights, flashlight, outdoor porch light, street lamp, etc.) Bicycle helmet- as above, except less protection and no drawbacks Leather jacket, legs, and boots- all offer protection against bites and scratches, as well as some armor Saddle bags- not always in bag form (the ones I've seen are thin metal crates strapped onto the bag and side) the offer storage, usually for tools or other equipment This is what I've got. If you have any other ideas or concerns, please comment below. And as always, thanks for reading.
  6. Burger_Time

    Some vehicle suggestions.

    Hey all! Today I'm gonna break my fingers and write suggestions about vehicles. But before we start: DISCLAIMER: some of ideas may already be suggested before or already planned by developers (pls don't beat me). First of all — separated engine parts. We shouldn't be able to repair engine by disassembling another engine for unknown parts and randomly put them in our engine. Engine is the most important part in the car, and if it's damaged, you can't just repair it. If you have a damaged part, your overall engine condition will fall and it will break eventually. Here's an example of some parts: oil filter, carburetor, engine pistons. Along with previous suggestion I think that it would be great to add motor oil and antifreeze. Next suggestion is to divide car parts to more groups such as Sedan, jeep, micro bus, truck e.t.c . I.e: front door type standart, group hatchback. It will make sense because you can't actually remove trunk lid of sedan and attach it to jeep. Third suggestion is... Different transmissions and ability to change gears. I've already done this suggestion before, but I want it to be here also. Everything is pretty simple: if your car have manual transmission and you want to drive faster, you need to change gear to a higher one. If your car have automatic transmission, you don't need to do it. However, if you want to park your car/go backwards, you need to change gear to "reverse"/parked/neutral at both situations. Fourth suggestion — add more fuel types. Won't write a poem here, so let's just say that cars like trucks should use diesel, standart cars like sedans should use, let's say, 95 e.t.c. Next one — a bit different car inspection. Character should walk around the car, inspect all the parts and then he can know their condition. However, a low leveled mechanics can know only approximate condition of a part. A person with a 0 level of mechanic skill shouldn't even know part's condition beside parts which condition you can see clearly (like doors, hoods, trunk lids). Sixth suggestion — more details on cars. Some details that isn't very noticeable, but will look pretty neat. I.e: smoke coming out of exhaust pipe, ability to turn on turn signals/emergency signals, wipers that increase your field of view while it's raining e.t.c. Even more suggestions! More ways to dump our car. Currently, we can't eff up our car that badly so it won't start anymore, so cars seem invincible. Here's some ways to dump car I want to have : If you aren't good at drifting, your car should do a barrel roll while skidding; crashing at high speed must destroy your wheels, front and some engine parts; if you good at mechanics, you should be able to break someone's brakes which can lead to funny situations; drifting should severely damage your tires. The list may be continued! Small suggestions list: You should not be able to try start car if the last attemp wasn't successful and there's still a sound playing. Zombies should be able to pull you out of the vehicle and get In vehicle through the windows. Players' bodies shouldn't fall out the car — they should stay in a car. That's all for today. I hope you liked it. Пока!
  7. Zombie_man_2019

    Hotwire system

    I want you to improve the system of hot wiring in the game because if you choose the profession of military, burglar or mechanic you can hotwire the car as in this video: https://youtu.be/l2YF54KjXYw?t=1157 Because level up can be boring is awesome hotwiring like the car thief simulators. You can use screwdriver or cables like gta chinatown wars Photos down of that: And You can disarm alarm from cars or houses disabling security systems or having electrical professions or knowledge like thief simulator Found on google and have inspiration.
  8. About us / О нас We're a well-known PvP server with a simple set of rules that's easy to follow. Server located in Moscow, Russia, so it's pretty comfortable to play from Russia and Eastern Europe. Мы - известный PvP-сервер с простыми правилами, их легко понять и им просто следовать. Сервер расположен в Москве, играть из РФ и восточной европы будет комфортно. Discord: https://discord.gg/uTGSx3D (integrated with in-game 'all' chat channel) Website: https://last-day.wargm.ru/ How to connect / Как подключиться IP: 79.137.213.10 Port: 16261 Or use this link: steam://connect/79.137.213.10:16261 (sadly, this forum do not allow to embed steam links, you can copy and paste it into your browser). Rules / Правила - EN - It is forbidden to: - Cheating - Cheats and bugs: using, discussing and provoking Backups* without coordination with server staff (*Backup is a way to transfer your save to another PC) - General - Intentionally overload the server (e.g., via extensive littering, massive zombie herding) Trespassing and/or intentionally destroying other players' safehouses Stealing, killing and vandalizing inside and in nearby vicinity of a safe zone (listed below) - Chat - It is frowned upon to swearing, insulting and/or provoking other players to do so Provocative, advertising, abusive or indecent nicknames Hate speech, IRL death threats, discussion about politics and porn Everything else is pretty much allowed. - RU - Запрещается: - Читерство - Использование читов и багов игры. Обсуждение, распространение информации по их использованию, а так же побуждения на это других Использование бекапов* без согласования с администрацией (*Бекапы - это такой способ перенести своего персонажа с компьютера на компьютер) - Общее - Намеренное создание нагрузки на сервер (например, разбрасывание вещей на земле или сбор орд зомби без последующего их убийства) Разрушение и проникновение в чужие приваты Грабеж, убийства, порча имущества любым способом в нейтральных зонах. Так же запрещено кемперство на выходе из безопасных зон и вблизи них (список зон ниже) - Чат - Большое количество нецензурной брани, оскорбления игроков в любой форме, включая провоцирование на это других Использование провокационных, рекламных, оскорбительных или неприличных ников Разжигание межнациональной розни, угрозы расправой в реальной жизни, дискриминация по религиозному или другим признакам, пропаганда или обсуждение нацизма, порнографии, политики и всего, что может повлечь за собой рознь любого вида Все остальное разрешено. FAQ / ЧаВо - EN - Last wipe: 27 Nov 2018 Next wipe: not scheduled. We generally don't like wipes and doing our best to not wipe the server more than required. Probably after the upcoming release of Project Zomboid. We don't know when it'll be exactly. NO zombification NO fire spreading Free PvP (except safezones, listed below) Safehouses You must survive for 3 in-game days to be able to claim a safehouse You can claim only pre-existing residential building You can't expand your claim's size Safehouse will fall if there are no members visit it for 10 consecutive IRL days 2 characters per steam account 1 day in-game = 1 IRL hour Loot respawns in 24 IRL hours, in empty containers only Abandoned locations will be reset in 21 IRL days if no one visits them Non-residential buildings (shops, warehouses, etc) could be reset without a warning Server restarts twice a day: 8AM and 6PM MSK (GMT+3) Channel 'all' enabled and integrated with a discord Voice chat enabled - RU - Последний вайп: 27 Ноя 2018 Следующий вайп: не запланирован. Скорее всего произойдет после выхода следующего обновления Project Zomboid, точная дата неизвестна. Зомбификации нет Распространения огня нет PvP свободный (кроме безопасных зон, список ниже) Приваты Чтобы занять дом нужно прожить 3 игровых дня Занять можно только уже существующее жилое здание Расширить размер привата нельзя (но можно надстроить этажи) Приват спадет если ни один из его членов не посетит его в течении 10 реальных дней 2 персонажа на 1 стим аккаунт Игровой день длится 1 час реального времени Лут обновляется каждые 24 часа в пустых контейнерах Заброшенные локации, которые никто не посещал в течении 21 реального дня, сбрасываются Нежилые здания (магазины, склады, итд) могут быть сброшены без предупреждения Сервер перезапускается два раза в день: в 8:00 и 18:00 по московскому времени Глобальный чат включен и интегрирован с дискордом: сообщения из чата игры транслируются в дискорд и наоборот Голосовой чат также включен Safezones (where PvP disabled) / Безопасные (нейтральные) зоны Crossroads between Muldraugh and West Point (11600 x 8250): The Tavern, Car Shop Farm south of Pony Roam-O (8600 x 8830) Sandlot in Riverside (5790 x 5430) Zippee Market in West Point (11660 x 7070) Bus station in Vallet Station (12750 x 5720) Food market in Rosewood (8150 x 11470) Train station in Muldraugh (11090 x 9240) Church in March Ridge (10340 x 12800) Safezones inteded to be a place where you can set up a meeting with other players to trade and communicate safely. If you play a lot and want to provide players with some kind of service (public library? gun shop? cemetery? you name it) you can ask server stuff to give you and/or your faction one of this safezones so you can build there (they are protected). Нейтральные зоны задуманы как место, где можно встретиться с другими игроками, чтобы поторговать и пообщаться в безопасности. Если вы проводите в игре много времени и хотели бы организовать для игроков какой-нибудь сервис (библиотека, оружейный магазин, ритуальные услуги? придумайте сами) - попросите администрацию чтобы вам передали в управление одну из свободных безопасных зон, чтобы вы могли там строить. The Tavern's Services / Бар и услуги которые там оказывают There is a tavern built in a place of Barg'n'Clothes shop between Muldraugh and West Point. It provides some exclusive services, such as (incuding but not limited to): The Tavern accept goods for sale Car repainting Disguise (changing or removing completely your visible name, up until character's death) Armor weight reduction Long term storage Set up reward for someone's head Negative trait removal На перекрестке между Малдро и Вест Поинт, на месте магазина Barg'n'Clothes построен бар. Среди прочего, он предоставляет некоторые уникальные услуги, например: Перепродажа товаров (за % от назначенной стоимости) Перекраска авто Маскровка (смена или удаление отображаемого имени, действует до смерти персонажа) Уменьшение веса брони Долговременный склад Назначение награды за голову Избавление от вредных привычек
  9. This is very similar to adding foraging zones to your map, (step 6 of this tutorial: https://theindiestone.com/forums/index.php?/topic/21951-the-one-stop-tilezed-mapping-shop/ ) Simply add the following code to your map mods' PZW file the same way as in step 6 of the above guide: <objecttype name="ParkingStall"/> <objectgroup name="ParkingStall" color="#85929e" defaulttype="ParkingStall"/> List of vehicle zone names to use in WorldEd: bad good medium sport farm junkyard trafficjams trafficjamn trafficjame trafficjamw rtrafficjams rtrafficjamn rtrafficjame rtrafficjamw police ranger fire mccoy fossoil postal spiffo radio ambulance burnt The first group is the most common type of vehicle zones used. The second group are for traffic jams pointing in specific directions to immitate the flow of traffic. The ones prefixed with r will spawn less than the regular trafficjam zones. The third group are specific zones for the type of vehicles listed, they are still also spawn random cars but will also spawn the vehicle listed. The final one will add random burn out vehicles. Vehicle zones should be placed as a multiple of 4x3 tiles (4x3, 8x6, 28x3 etc) with 4x3 being a single vehicle, 4 being its side and 3 being its front/back. You can choose any color values you want for the different zones, just make sure they are hex color codes. Once done, load your map mod up in WorldEd, open a cell and add your new vehicle zones as you would foraging zones. Whenever you add a zone you need to use the objects panel on the left of the WorldEd window to give the zone a name (use the names listed above) that will be visible in WorldEd as a tag over the zone, making it easier to keep track of what you have placed where, if these are left blank then the game will default back to grabbing random vehicles from the ParkingStall zone. Example: After you have added vehicle zones to all of your cells, save your map. Once saved, generate your lots and then write objects to lua. You now have vehicle spawns in your map. If you are having trouble with your vehicle zones, you can always take a look at the vanilla objects.lua within the muldraugh folder of your zomboid install, once opened just search for "ParkingStall" to see examples of vehicle zones used in the vanilla vehicle branch. For aligning vehicles in parking stalls: Select a ParkingStall object. In the Properties panel, click the "add" button under Templates. Choose one of the 4 ParkingStallX templates. You should see "Direction=X" where the object name is displayed. The direction controls where the front (or back) edge of each vehicle is aligned. In the picture you can see a Direction=E ParkingStall facing a Direction=W ParkingStall. This is used to ensure the vehicles don't overlap each other, and leaves space for the player (and zombies) to walk between them. For single parking stalls, there is usually no need to choose a direction. The FaceDirection property can be added to ParkingStall objects to align the front of a vehicle to the edge specified by the Direction property. When this property is "false" or isn't assigned to a ParkingStall object, the vehicle will face in a random direction as before. This can be used for parallel-parked vehicles for example.
  10. Berries

    Zombies climbing on hoods.

    Hi everyone, this is my first suggestion, so it's probably going to be incredibly bad anyway... Oh well, let me begin Like it or not, but vehicles are too overpowered. I've been able to kill more than 1000 zombies with a single car, and it's still going! The problem with vehicles in Project Zomboid is that running over zombies at slow speeds is very effective and barely does any damage to the car at all. It is shown and explained well in this Video. https://www.youtube.com/watch?v=mb76jxMBWpw (Yes, this does also work for really large hordes, I tried it. You just need some patience, as it takes some time.) Now I'm not going to suggest you to just heighten the amount of damage zombies do to vehicles, as that's just a cheap, lazy and unrealistic way to balance things. Instead, I'll suggest something that'll involve the animation update! Ooo fancy Oh yes, right, let me get to my point... Basically, my suggestion is that zombies should be able to climb onto the hood of the vehicle when it's driving at very slow speeds (5-10MPH or below). They will then proceed to attack the windshield of the vehicle until it breaks. Afterward, once the windshield has been broken, they will proceed on devouring the player. This could also make it much more important to have a well-maintained windshield, which will then also cause the player character to be more careful of running over Zombies in the first place because that could break their windshield as well. To get a zombie off the hood, accelerate to a higher speed (25-30MPH or above) and perform some maneuvers such as slaloms, breaking etc. See Dead Rising 3 (Not a good game... But the driving was fine.) as somewhat of an example of doing this. (To be fair they shouldn't be able to do it on larger vehicles, such as the SUV shown in the picture... That would actually give those vehicles a tactical advantage ; also excuse my bad editing skills) I am pretty sure that it is difficult to animate something like this, but considering the game will have motorcycles, which will then have to have falling down animations that will have to interact with the environment, I think this will be possible in some way or another.
  11. JonnoFury

    Vehicle Tilesets?

    I was wondering if anyone could tell me where the vehicle tilesets are. I'm new to the game and would much rather build maps than actually play at this point. But going through Tilezed's tilesets, I don't see any for vehicles. Could someone please point me in the right direction? I'm working on roads to start with and having an in game car on my map for reference would be fantastic!
  12. Clem0970

    [MP] Vehicle duplication

    Hello guys! I'm currently playing with some friends on a dedicated server (that I host myself), and there is a bug that could be quite annoying with time! It seems that the server duplicates the vehicles we use when it starts. It has happened twice currently: - The first time with a Vehicle (we'll call A), it was duplicated on the server next start, the duplicate was near us, but not just next to us - The second time, with a second vehicle we use (we'll call B), and this time the duplicate was right next to where we disconnected. The second time, vehicle A didn't seem to duplicate, or too far from us. I might be interesting to note that we always disconnect while standing in our vehicles, and both vehicles A and B had players in it before the second server restart. I'd be glad to help you find more about this bug! Regards, Thanaen
  13. Carnegie

    Stuck in my car

    I just got bit in West Point, jumped into my car, sped back to my safehouse and cannot get out of the car. Ford Econoline (Valuline, whatever it's called), just happened this morning after update. I had the health window up and it covered the dash/speedo of the car. I clicked on the speedo to bring it to the forefront to shut off the engine. Shut off the engine proper and now cannot get out. I tried quitting and continuing and still can't get out.
  14. 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
  15. 1) First create a folder structure for your mod, call the first folder something like "MyCarReskinMod". Inside that create a "media" folder, inside your media folder create 2 more folders, one called "textures" and one called "scripts". Inside the texture folder create a folder called "Vehicles" and inside the scripts folder create a folder called "vehicles". Your final folder structure should look like: MyCarReskinMod media textures Vehicles scripts vehicles Don't forget to place your mod.info and poster.png files inside your first folder alongside the media folder. 2) Copy, paste and rename the vehicles main texture that you want to edit/reskin from the ProjectZomboid/Media/Textures/Vehicles folder to your media/textures/vehicles folder. Use this texture along with the vehicles texture mask (also found in the same folder) as a template for your skin. The vehicle mask is listed in the code snippet below ("textureMask = ...") and dictates what part of your vehicle texture gets assigned to each part of the 3d vehicle. 3) Find and copy the original script of the vehicle you want to reskin from the ProjectZomboid/Media/Scripts/Vehicles folder and paste it into your media/scripts/vehicles folder. Below is what the start of your vehicle script should look like, in this example we are editing the taxi skin: Change the line "texture = Vehicles/Vehicle_CarTaxiShell" to "texture = Vehicles/"YourVehicleSkinPNGNameHere" and save. Add your entire mod folder structure into your users/zomboid/mods folder, enable the mod on the in game mods page and play, your edited vehicle skin should now be in game. You can download an example here: RingoCarSkinEdit.zip
  16. I found a car parked between 2 other cars in a parking lot. I was able to walk along one side of the car, but not the other. Once in the car, I realize that there is no gas, and I can not exit the car.
  17. I have really enjoyed the vehicle build when it was first introduced. But we still need more vehicles ,the devs should be more strategic ,i know its a small team but with better marketing tactics like new trailers ,a more interesting UI with more artwork etc ,deciding which features to add first ,its sad to see a gem like PZ being in development purgatory even tho i believe the devs are doing their best. we need more atmospheric elements ,not just the usual depressing music ,not the empty streets ,a character with no basic dialogue which he/she can say when stressed ,inspecting an item etc. The game needs more enviromental details ,more variety with the vehicles .and i think we need roads clogged with cars ,which we have to pull with a heavy construction/load transfer vehicles to clear clogged ,baricaded roads like that. Trucks where a bunch of ,20 something players can travel behind in multiplayer ,like giant heavy load carriers that are blocking some of the roads which only the crawlers can reach you from the other side ,or even transforming a truck into a caravan or like a rare chance of finding one ,there are all kinds og survival tog players ,the ones who love to travel ,and the ones who make the ultimate survival camp,base,community,safe-zone.
  18. Sanchez

    [24/7][PVP/PVE][RU/ENG] New Hope

    IP: 93.91.163.29 Port: 16261 Server description: New Hope is hardcore PVP russian server, recommended for expirienced players. Also it has PVE Zone (Shelter), several RP factions, and fixed spawn spot - KNOX Prison. New Hope Modpack includes some popular mods (Nolan's armor and traps, Immersive Overlays e.g.) and has own scripts, created and improved by server admins and players. Server was created at July 2017, active and experienced admins, discord support. Join us if you like hardcore and difficult tasks. Server settings: Xp multiplier - 1.0 Loot respawn - 12 hours (real-time) Zombie respawn - ON Infection morality - blood and saliva (wild garlic ant antibiotics help and cure) Destruction by sledgehammer - OFF (call admins if you need to destroy walls) Fire spread - OFF (prevention of cheating) Factions - ON (day survived to create - 0) Safehouse - ON (faction leader only) Max accounts per user - 1 (admins create additional account for roleplay and events if you need it) Balance settings: Cold climate, farming plants don't grow if temperature below 0. Shorted foraging season: may-semptember for forest food, june-augus for medical plants. Cold and high temperature, depression (moodles), toxic rain - hurt your health. Zombie settings: fast shamblers, superhuman strength, tough, eagle sight, normal hearing, poor smell. Poor loot respawn, no fresh food, no sledehammer, zombie loot - almost trash. Special [resource spots]: gas, propane, components - once per game day. Extended craft: smithing, weaving, skill books, pills (and antibiotics), industrial craft and more. Useful professions: trapping for feathers and leather (arrows and armor craft), fishing for glue, cooking (sugar, vinegar, alcohol, weight control) and so on. Faction leader creates safehouse, 40 building squares per faction member. Fixed spawn zone - Prison. You should works for cigaretts and pay for prison escape. Local RP factions [KNOX] - jailers, [ABT] - prisoners. Shelter PVE zone - helpful beginner quests, trade, jobs, located near West Point [Picnic Area]. Discord Steam server guide (RU) Online players and statistics
  19. IP:64.94.95.82 Port:26515 Server description: Brand new project zomboid server 24hours online,perfect conection,no drops,no lag,hard role play mode with whitelist,send the applicantion in the discord server. Discord: https://discord.gg/b83uREg Steam version: 39.67.5
  20. Easy fix Video on youtube of issue. As it says in the title. The vision modifier function does not have a boolean to check for the headlights being absent. If you wanted to do the job proper the function should check for each headlight and give extra vision for that side but you could slap together a quick fix and not adversely affect player experience.
  21. Oscarsson

    Duplicating cars

    Sometimes we find duplicate of our cars with all the loot we've been scavenging and all ready taken to our safehouse. We play co-op server my friend is hosting.
  22. Bug: You are able to select both the new driving traits at the same time. Instead of taking one trait and then not being able to take the opposite trait whether it having a positive or negative effect on the player. Fix: Only being allowed to take one of the traits; either faster driving or slower driving.
  23. The issue: Basically, at the scrapyard near Riverside, and I manage to get into the middle light-blue car from the front right side door. However, upon entering the car, I now can't exit it. Obviously I was able to get into it but the game renders the car next to me to be too close to be able to exit. (Yes I tried all the doors, and none of the windows are smashed.) What I expect to happen: If the player is able to get into a vehicle, he should be able to exit the same way he came in, especially if the vehicle in question was stationary.
  24. As I was patiently spamming "Remove Grass" from a large field, I thought, wouldn't a lot of these nice homes have lawnmowers to do this job? Maybe just a cheap push job (that is tiring to use but makes little noise) or a gas-driven model (that makes a ton of noise). Maybe a big house might have one of those fancy ride-on mowers, which might be a bit quieter than the push model - but I'd need to know a lot about mechanics to keep it going. While I'm thinking about the grass, I'm wondering if putting up barbed fences will slow down the zombies [still not implemented??]. If I had a spare mower and a decent level of skill in making traps and wiring stuff up, I could use the blades to create a zombie trap - with a motor, maybe even a nasty spinning blades job I could install in my base in that bottleneck... Now if I was a real expert, maybe we could get all Mad Max on this town and stick some spinning blades on my truck's front bumper... EDIT: oh yeah, the ride-on mowers are rare, but the best bit is, you can't lift them into the back of your truck... you have to drive them home
  25. B33ware

    Vehicle engine break

    After reading post about generation explosion I've got an idea. What if we can have that system on cars? When engine durability is lower than 40% (for example), we can have a chance of engine break. After engine break you should exit your car and make some engine maitenance (without spare part). The lower state of engine-the longer it will take to repair. And if the engine condition is very low, you should have a chance of fatal break, after that you should repair it with high mechanic skill and with a fair amount of spare parts. I think that this system can generate some awesome moments. What do you think?