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回報翻譯問題
I posted it on the PZ discord support since it's 3 years ago and still happening but the guy Beard there said it's probably hard coded into the game and B42 might address it.
it's funny because npc gunshots from the Bandits mod will play from a significantly farther distance away than player to player gunshot radius in MP. Which gives me hope that it IS actually addressable.. just nobodys done it yet... The most is the removal of the zombie audible range to gunshot nerf that they did in MP where gunshot sound range is nerfed further than single player. But that's a separate issue
Your previous response:
"@Luke Thanks for your feedback and for your interest in my mod. I want to clarify that the mod's code specifically targets zombie death sounds and uses the game's vanilla methods to play these sounds. The mod does not alter other sounds (like car doors or jump scares) and does not affect their audibility or volume.
All volume and sound range settings for zombie deaths are automatically handled by the game, and the mod simply adds a call to play the standard zombie death sounds. Therefore, if there are issues with other sounds in the game, it is likely due to the server settings or the others mod's mechanics, not this mod.
If you have any more questions or suggestions, I'd be happy to look into them. Thanks for your understanding!"
Hey man, thanks for the response. My server settings are basically vanilla, though I do have some mods installed:
AutoHide Hotbar
Autotsar Trailers v.1.40
Bedford Falls
CDC Rapid Response
CDC Rapid Response Settings - Hardcore
Cat's Reading Mod
Common Sense
Condition On Dash
Filibuster Rhymes' Used Cars Names - Lore Friendly
Filibuster Rhymes' Used Cars!
Foraging screen Illustrations
Long-standing Metal Constructions
RV Interior (v1.4.14)
RV Interior - Vanilla Addon
Rain Wash
Raven Creek
Smarter Storage
True Music ADdon: Tales of Horror Vol.2: The Twilight Zone - Compressed
True Music_v.2.141/2
Do you know of any of these that might cause conflicts with your mod?
attempted index: playSoundLocal of non-table: null
function: Add -- file: PlayZombieDeathSound.lua line #51 | MOD: Shared Death Sound
The game is freshly installed, alongside all mods. Old and new players get them.
(Same Error as Katana here)
---------
STACK TRACE
-----
(.... KahluaThread.tableget....)
---------------------
RuntimeException: attempted index: isAimedFirearm of non-table: null
at se.krka.kahlua.vm.......tableget(KahluaThread.java:1689)
at ... (....very long KahluaThread at zombie.Lua....)
at the very bottom:
----------------------------
STACK TRACE
-----------------------------------
function: Add -- file: PlayZombieDeathSoun.lua line #28 | MOD: Shared Death Sound
function: Add -- file: PlayZombieDeathSound.lua line # 45 | MOD: Shared Death Sound
java.lang.RuntimeException: attempted index: playSoundLocal of non-table: null
at se.krka.kahlua.vm.KahluaThread.tableget(KahluaThread.java:1689)
at se.krka.kahlua.vm.KahluaThread.luaMainloop(KahluaThread.java:641)
at se.krka.kahlua.vm.KahluaThread.call(KahluaThread.java:163)
at se.krka.kahlua.vm.KahluaThread.pcall(KahluaThread.java:1980)
at se.krka.kahlua.vm.KahluaThread.pcallvoid(KahluaThread.java:1812)
at se.krka.kahlua.integration.LuaCaller.pcallvoid(LuaCaller.java:66)
at se.krka.kahlua.integration.LuaCaller.protectedCallVoid(LuaCaller.java:139)
at zombie.Lua.Event.trigger(Event.java:64)
at zombie.Lua.LuaEventManager.triggerEvent(LuaEventManager.java:173)
at zombie.network.GameClient.receiveClientCommand(GameClient.java:1513)
at
function: Add -- file: PlayZombieDeathSound.lua line # 45 | MOD: Shared Death Sound
Regarding your question about killing multiple zombies, I haven't tested this scenario, but the sound is played for each zombie killed separately, so I think the sound can overlap each other.
All volume and sound range settings for zombie deaths are automatically handled by the game, and the mod simply adds a call to play the standard zombie death sounds. Therefore, if there are issues with other sounds in the game, it is likely due to the server settings or the others mod's mechanics, not this mod.
If you have any more questions or suggestions, I'd be happy to look into them. Thanks for your understanding!
Hey man! I love the idea of this mod, but it seems that perhaps there are some issues.
First, I was hosting an online multiplayer server, and my friend joined as the client. He could hear my sounds, but he could hear them when we were several blocks away from each other. Perhaps you should greatly decrease the radius at which sounds can be heard? I think that the other player should need to be within pretty close range, otherwise it's kind of confusing.
The next issue is that he could also hear other sounds, like car doors opening whenever I would get in a car, jump scare sound effects, zombie sounds, etc. Is this supposed to be the case? The same issue was present in that the distance was much too far that he could hear this.
And finally, I'm not 100% sure if this is the case (because we didn't get a good chance to test), but I don't think I could hear any of his sounds regardless of my distance from him.
I had to disable the mod on our server for now because of how he was hearing almost everything I was doing regardless of his distance from me. I think that allowing him to hear things like doors (house, car, etc.) opening/closing, and zombie attack/death sounds and things like that make sense IF he's really close to me, but he shouldn't hear things like the jump scare sound effect that plays whenever a zombie suddenly enters your cone of vision.
Aside from these things, something that would be really cool is if you could change the volume of the sound effects based on proximity. For example, if you're within 10 feet of the player, the other player hears your sounds at like ~80% volume (they shouldn't ever be 100%), and then the volume could fall off every 5-10 feet or so after that until it hits 0 db.
Another thing that would be cool (and if it already works like this disregard) is if the sound effects were more directional in some way. Like if the other player is standing somewhat in front and to your right of you as they kill a zombie, perhaps you hear the sound effect like 40% in your left ear and 60% in your right ear or something along those lines.
I don't know what might and might not be possible, but at the very least, as I said just above I don't think the other player should ever hear your sound effects at 100% volume (as if they're the ones performing the actions). Even if the other player is standing directly next to you as you kill a zombie, the volume of the sound effect they hear should be perhaps ~80% of the full volume. That way it's more obvious that the other player is the one doing the action associated with that particular sound effect.