Project Zomboid

Project Zomboid

'68 Pontiac Firebird
 This topic has been pinned, so it's probably important
KI5  [developer] May 8 @ 11:26am
B41 Bugs go here
This place is for bugs only, every unrelated message will be deleted!

Know stuff (Will be patched in next update):
-na

Fixed
-na
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Showing 1-7 of 7 comments
Zyxu May 20 @ 8:12am 
breaks tryng to run on b41

LOG : General , 1747753840060> 0> Subscribed|Installed|DownloadPending ID=3258343790
LOG : General , 1747753840119> 0> Subscribed|Installed|DownloadPending ID=3258343790
LOG : General , 1747753844693> 0> Subscribed|Installed|DownloadPending ID=3258343790
LOG : General , 1747753845976> 0> ConnectToServerState: onItemDownloaded itemID=3258343790 time=9800 ms
LOG : General , 1747753845976> 0> ConnectToServerState: item state DownloadPending -> CheckItemState ID=3258343790
LOG : General , 1747753845978> 0> ConnectToServerState: GetItemState()=Subscribed|Installed ID=3258343790
LOG : General , 1747753845978> 0> ConnectToServerState: Installed status but timeUpdated doesn't match!!!
LOG : General , 1747753845980> 0> ConnectToServerState: item state CheckItemState -> DownloadPending ID=3258343790
LOG : General , 1747753846003> 0> Subscribed|Installed|DownloadPending ID=3258343790
LOG : General , 1747753846056> 0> Subscribed|Installed|DownloadPending ID=3258343790
LOG : General , 1747753846095> 0> Subscribed|Installed|DownloadPending ID=3258343790
KI5  [developer] May 20 @ 11:02am 
Originally posted by Zyxu:
breaks tryng to run on b41

LOG : General , 1747753840060> 0> Subscribed|Installed|DownloadPending ID=3258343790
LOG : General , 1747753840119> 0> Subscribed|Installed|DownloadPending ID=3258343790
LOG : General , 1747753844693> 0> Subscribed|Installed|DownloadPending ID=3258343790
LOG : General , 1747753845976> 0> ConnectToServerState: onItemDownloaded itemID=3258343790 time=9800 ms
LOG : General , 1747753845976> 0> ConnectToServerState: item state DownloadPending -> CheckItemState ID=3258343790
LOG : General , 1747753845978> 0> ConnectToServerState: GetItemState()=Subscribed|Installed ID=3258343790
LOG : General , 1747753845978> 0> ConnectToServerState: Installed status but timeUpdated doesn't match!!!
LOG : General , 1747753845980> 0> ConnectToServerState: item state CheckItemState -> DownloadPending ID=3258343790
LOG : General , 1747753846003> 0> Subscribed|Installed|DownloadPending ID=3258343790
LOG : General , 1747753846056> 0> Subscribed|Installed|DownloadPending ID=3258343790
LOG : General , 1747753846095> 0> Subscribed|Installed|DownloadPending ID=3258343790

it's tuesday, steam is having server maintenance
Burryaga Aug 22 @ 2:57am 
In every KI5 mod I've tested using the DAMN library, the player will stand up in the seat (through the roof of the vehicle) for a notable duration before sitting down in the vehicle. I am not sure if this is an issue with every KI5 mod or simply an issue with the DAMN library itself, but no vanilla vehicles do this, nor do my vehicle mods that do not depend on the DAMN library.

I have tested this issue in total isolation (using no other mods) with only the DAMN library and various derivatives of it, including this mod specifically, as well as the '93 Mustang SSP and the '69 Chevrolet Camaro; the issue is exactly the same across mods, leading me to strongly suspect it's a fundamental problem with the library. I got tired of testing them one by one so someone else who has more time will have to do that. I will report back if I can figure out what code fragment is actually responsible for this.
Burryaga Aug 22 @ 4:09am 
After a few hours of trying things and throwing computers through windows, I finally solved this in the most absurdly simple way. The solution is one of those solutions that makes you go, "Are you serious?"

TECHNICALLY, this is not a problem with this mod, but you don't let people tell you about problems with that DAMN library on the main page (no discussion, no comments, assumption of perfection), so I am hoping you'll see this here.

This is an issue with that DAMN library, despite the page's clear overconfidence about not needing a comments section because of course any problems with DAMN mods must lie elsewhere. Except when they aren't. This is one of those times.

In AnimSets/player-vehicle, you will find many xml files; we are interested in actions/damn_enter.xml:
<?xml version="1.0" encoding="utf-8"?> <animNode> <m_Name>damn_enter</m_Name> <m_AnimName>Bob_Idle</m_AnimName> <m_deferredBoneAxis>Y</m_deferredBoneAxis> <m_Looped>false</m_Looped> <m_UpperOnly>false</m_UpperOnly> <m_EarlyBlendOut>false</m_EarlyBlendOut> <m_SpeedScale>1.00</m_SpeedScale> <m_BlendTime>0.00</m_BlendTime> <m_Scalar></m_Scalar> <m_Scalar2></m_Scalar2> <m_Conditions> <m_Name>damnVehicle</m_Name> <m_Type>STRING</m_Type> <m_StringValue>True</m_StringValue> </m_Conditions> <m_Events> <m_EventName>SetVariable</m_EventName> <m_Time>End</m_Time> <m_ParameterValue>EnterAnimationFinished=true</m_ParameterValue> </m_Events> </animNode>

The problem is this line:
<m_AnimName>Bob_Idle</m_AnimName>

You need to replace it with:
<m_AnimName>Bob_IdleDriving</m_AnimName>

...or any other animation edited from the basic format of Bob_IdleDriving.X. I attempted to replace this variable with references to your SatBack animations, and it bugged out the process of entering the vehicle -- only the vanilla Bob_IdleDriving.X file could be safely referenced as an alternative Bob_Idle.X in my testing of local edits to this file. Bob_Idle is of course the idle standing animation, which is why people stand when they enter all KI5 cars. Bob_IdleDriving is the sitting-in-a-seat-doing-nothing idle animation, which is the expected animation state in vanilla that prevents the character from standing through the roof when closing their door.

With this one-line edit, all KI5 mods will have players sit directly into the seat before closing their doors, just like all vanilla animations and those of other car mods. This has been explicitly tested with about a dozen KI5 mods.
Last edited by Burryaga; 21 hours ago
KI5  [developer] Aug 22 @ 4:45am 
i don't think i know you, so i don't remember how i wronged you in the past but you seem like a very hostile person so i will be short. this is not a solution, since now the player will be squatting in front of the vehicle like he is ♥♥♥♥♥♥♥♥ himself every time he enters a vehicle in sp. the problem is 3+ years old and originates from a bug in base game with mp pose when entering a vehicle. damnlib comments are turned off because that helps to filter bug reports by mods, that is all.
You didn't wrong me, but I am sorry I upset you. If you had ever wronged me, I would not have tried to help fix the DAMN lib vehicle entering animation, because I don't communicate with people I dislike. The inability to make contact about this solution (which does at least work well in multiplayer) via the page of the mod that affects the outcome bugged me, so I joked about it on the way into the conversation. My bad.

I see what you're saying about the single-player result. I had not tested there; I only play multiplayer. However, vanilla cars do use "IdleDriving" for the enter xml, and those do not sit on the ground first, which leads me to believe there is something unique about how that DAMN Library moves the player to the driver's seat that explains the difference more fully than simply pointing to this animation. Obviously the vanilla cars do not behave differently in singleplayer in spite of using this animation; in both SP and MP, entering a vehicle teleports you to a seated position in vanilla cars.

For a demonstration, this is how it looks in MP with and without the patch:

https://www.youtube.com/watch?v=-NTwEKIZkTg&t=45s

I suppose on further consideration the only obvious solution would be an optional add-on for Multiplayer that is meant to load after that DAMN Library, and replaces that one file with the animation that looks right online. I have tested this privately and it also works. Just an idea.
Last edited by Burryaga; 16 hours ago
Okay, here's an actual solution to the problem that works in SP and MP. It is obviously no longer a 1-line fix. It requires a secondary entering-vehicle XML:

damn_enter_mp.xml
<?xml version="1.0" encoding="utf-8"?> <animNode> <m_Name>damn_enter_mp</m_Name> <m_AnimName>Bob_IdleDriving</m_AnimName> <m_deferredBoneAxis>Y</m_deferredBoneAxis> <m_Looped>false</m_Looped> <m_UpperOnly>false</m_UpperOnly> <m_EarlyBlendOut>false</m_EarlyBlendOut> <m_SpeedScale>1.00</m_SpeedScale> <m_BlendTime>0.00</m_BlendTime> <m_Scalar></m_Scalar> <m_Scalar2></m_Scalar2> <m_Conditions> <m_Name>damnVehicle</m_Name> <m_Type>STRING</m_Type> <m_StringValue>True</m_StringValue> </m_Conditions> <m_Conditions> <m_Name>damnVehicleMP</m_Name> <m_Type>STRING</m_Type> <m_StringValue>True</m_StringValue> </m_Conditions> <m_Events> <m_EventName>SetVariable</m_EventName> <m_Time>End</m_Time> <m_ParameterValue>EnterAnimationFinished=true</m_ParameterValue> </m_Events> </animNode>

A clientside file somewhere:

-- Vehicle Animation Fix Singleplayer vs Multiplayer for that DAMN Library local MultiplayerVehicleAnimationPatch = {} MultiplayerVehicleAnimationPatch.EnterVehicle = {} MultiplayerVehicleAnimationPatch.EnterVehicle.start = ISEnterVehicle.start function ISEnterVehicle:start() MultiplayerVehicleAnimationPatch.EnterVehicle.start(self) if isClient() then self.character:setVariable("damnVehicleMP", "True") end end

You don't even need to clear the variable because other code handles it eventually, nor do you need to check which vehicle you're entering because the file won't do anything unless a mod sets damnVehicle = "True" first. Tested in SP and MP this time. No more SP pooping animation.
Last edited by Burryaga; 15 hours ago
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