Project Zomboid

Project Zomboid

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Zombies disappearing
Noticed in MP zombies tend to disappear in droves, hundreds at a time (sometimes even just zombies on ground). MP obv and no mods, no bad ping or anything. Seems to happen when we turn our backs on zombies, but happens more often when two of us are near eachother.

EDIT:
here is a workshop link for the fix as well:
https://steamcommunity.com/sharedfiles/filedetails/?id=2896255721

Thank you to Nippytime for creating it.

NOTE: Please read the workshop description carefully and do what Nippytime says. It seems the workshop code is not automagically replacing the vanilla code so you need to sub to the mod and manually replace. Just a heads up
Last edited by Sooner535{UFIP}; Dec 9, 2022 @ 7:01pm
Originally posted by Modinstaller:
Alright, so here's the file:

https://me
ga.nz/file/B2gCVKxL#NgmssYXY89XijKrVqKWEcYElQBMyqUsu9wbOfy6dPWo

This is modified so the upper limit is 32 767. Couldn't make it higher because the value is 2 bytes signed. Not sure if it'll keep preventing culling in x16 louisville for instance, but it worked perfectly in my tests: no culling. Runnable with steam, not sure how updates will interact. It's just a difference of 2 bytes.

The clients need to have it. Everything is handled client-side. Meaning it's possible to cheat this way too. I made the limit 0 and logged into a random server: the zombies all kept disappearing until none were left. You could probably also even remove the distance limit (which is "20" by default) to make it even more op. I won't share the file for this but I'm just putting the info out there for the devs and server admins.

Thanks Sooner535 you helped me a ton with this. By the way, you were changing the declared variable's value, but when I decompiled the .class I noticed that the "500" used in the algorithm was its own "on the fly" value instead of referencing the variable. So instead of touching the variable, I touched that value, and that's what did the trick.

Edit: err link removed... so I put some spaces in there...
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Showing 1-15 of 249 comments
Sooner535{UFIP} Dec 21, 2021 @ 11:54pm 
checking in, zombie population doesnt seem to change anything. I verified files and all that and no change either. 8GB of RAM
Sooner535{UFIP} Dec 22, 2021 @ 8:19am 
I am curious if a lot of people are not noticing this issue, I have watched quite a few MP games and have noticed quite a few zombies disappearing in the background. I would suggest everyone look at it, because it is a large problem if zombies just disappear in a zombie game.
Sooner535{UFIP} Dec 22, 2021 @ 8:35am 
ummm I have had it culled to 0, also why is this an option? Muldraugh is empty. Where can I turn that off?
Sooner535{UFIP} Dec 22, 2021 @ 8:47am 
I think the cull thing is a bit of a problem, why should we have to use it if we dont want to? Also zombies were allowed to have huge hoards in 40, so why cull them now? If the trade off for better graphics is much easier gameplay I am not exactly thrilled by this.
Sooner535{UFIP} Dec 22, 2021 @ 8:59am 
I have also noticed zombie aggro is very very inconsistent. Sometimes the AI will aggro atop you for sneaking nearby with their backs turned. Meanwhile we shot shotguns in the prison and could literally watch zombies not aggro right beside us.... I think this client system needs a lot more work
Viperkiller Dec 22, 2021 @ 9:23am 
The zombies disappearing in multiplayer, a private server too (Have not tested it too much in Single-player), is definitely a big issue. Running through Muldraugh getting chased by thousands of zombies, only to turn around and seeing an empty street is very disappointing to the people who wish for a challenge. Also, its not as if the zombies a few cells over are being removed, literal hordes have been raptured right before my very eyes. Hope this is given a solution soon.
Last edited by Viperkiller; Dec 22, 2021 @ 9:24am
Sooner535{UFIP} Dec 22, 2021 @ 9:32am 
Would be, if not for the fact that having no one on the server still creates zombies disappearing. I have 2 other players playing with me, and I get 11ish ping, my buddy gets like 50, and my other buddy is the same. We are noticing no noticeable amount of lag, performance issues, or anything of the sort. Just when you turn around and look at something else zombies behind you can vanish. Either the cull system is being used inappropriately, or, it has something to do with how the new systems are interacting with each other.

I think, if I had to guess, the server using the new client side system is tossing zombies to clients, and then the data for the zombies is getting lost and removed from the server. Either that or it has something to do with how the culling mechanic is hitting zombies
Last edited by Sooner535{UFIP}; Dec 22, 2021 @ 9:33am
Viperkiller Dec 22, 2021 @ 9:54am 
Not sure if it is a desync problem. I have a constant 60 ping when playing in our server. Also, there are only a max of 3 of us on at a time, not sure how we would be getting so much desync that our towns seem empty at 4x spawn rates. Seems like a packet or data loss issue to me, maybe due to the new client side handling? Since the packets are being thrown around so much.
Viperkiller Dec 22, 2021 @ 10:46am 
Originally posted by Viperkiller:
The zombies disappearing in multiplayer, a private server too (Have not tested it too much in Single-player), is definitely a big issue. Running through Muldraugh getting chased by thousands of zombies, only to turn around and seeing an empty street is very disappointing to the people who wish for a challenge. Also, its not as if the zombies a few cells over are being removed, literal hordes have been raptured right before my very eyes. Hope this is given a solution soon.

Did a bit of testing in single-player just to see if zombies disappearing in front of me is an issue in general, and they do not disappear in single-player. Which i assumed was not going to happen due to their being no separate server client, the culling seems to work properly there. So that definitely narrows the multiplayer zombie disappearing problem down to the new client side rework for servers, probably due to the packets being thrown around different clients constantly.
Last edited by Viperkiller; Dec 22, 2021 @ 10:47am
Viperkiller Dec 22, 2021 @ 11:10am 
Yes, i said that I narrowed it down that it is definitely not the culling doing it, that works fine and just wanted to make double sure. I am wondering if there could be an issue server side, that is resulting in massive desync, or packet loss. All of my friends have good internet, and have never had any desync issues before in any other games, or in build 39 (don't remember the exact build it was, been a while) when we played extensively. We are even using the same server settings that we have used before and had no problems with. Just trying to narrow down our problems and maybe find a solution so we can happily play together again. just to reiterate again, its not a culling problem, nor do we have bad connection issues that would cause massive desync that could result in entire hordes vanishing.
Sooner535{UFIP} Dec 22, 2021 @ 2:20pm 
Can confirm it does not happen in SP, so I also doubt it is the culling unless it is MP specific. I can recreate it every single time hosting a server and playing with just me.
Sooner535{UFIP} Jan 6, 2022 @ 6:06pm 
Any word on this? I have now seen a few other discussions pop up with the same issue with near to no response from the team. Even a simple it is being looked into would help. Like is the culling mechanic a MP only system? Can it be turned off? Are you 100% sure it cannot be the zombies being thrown between client and server? Because I cannot see how it is the culling if I can literally watch it with my eyes sometimes and other times just have to run a few feet then turn around to watch it happen..... Very jarring experience thus far.
Geo Jan 17, 2022 @ 1:34am 
Latest Multiplayer version, no mods.

I have had this happen a number of times (that I've noticed, how many times it happens I've no idea). The most recent one: I peeled 4 zeds off from a main pack, they followed me stringing themselves out. Once they were spread out enough for me to feel confident to take them, I turned and stood ready. As the nearest came in and was about 5 tiles away they all just stopped, turned around facing the direction of the main pack and went into "sleep mode". Then they just slowly faded out and disappeared.

One of the earliest times it happened I ran around looking for possible places that the zombie could have wandered (I wasn't convinced at this point they were disappearing). Eventually gave up looking and logged off. When I logged back on he was there again and nearly bit me.
Last edited by Geo; Jan 17, 2022 @ 1:39am
Sooner535{UFIP} Jan 17, 2022 @ 7:19am 
It is very frustrating. I’m assuming from the sound of it your horde was less than 500? I wish we could get some answers, perhaps have been asked to provide the log files, data files, save files, anything to help gather information regarding this bug -.-. Guess we have to wait and see if it gets fixed.
Erik Jan 18, 2022 @ 2:04pm 
Originally posted by Sooner535{UFIP}:
Noticed in MP zombies tend to disappear in droves, hundreds at a time (sometimes even just zombies on ground). MP obv and no mods, no bad ping or anything. Seems to happen when we turn our backs on zombies, but happens more often when two of us are near eachother.

We ran in to the same issues today with our dedicated server. We just got to the mall south of Louisville (crossroad mall or something like that)

The logs just got flooded with ''[18-01-22 21:11:27.128] DEBUG: Multiplayer , 1642536687128> 362 140 043> NetworkZombiePacker.receivePacket > Zombie was deleted ID:20318 (13631.258, 5712.0703).''

We are running a modded server here is a list of mods that we are using on the server. (if that is relevant).

- modoptions;
- TheStar;
- tsarslib;
- FRUsedCars;
- FRUsedCarsNRN;
- FRUsedCarsFT;
- ATA_Mustang_x4;
- ATA_Jeep_x10;
- ATA_Bus;
- BetterSortCC;
- LitSortOGSN;
- LitSortOGSN_gold;
- LitSortOGSN_readOnePage;
- autotsartrailers; Authentic Z - Current;
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Date Posted: Dec 21, 2021 @ 11:19pm
Posts: 249