Project Zomboid

Project Zomboid

CDDA Zomboids
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Update: 24 Jul @ 11:33am




4th Hotfixes 0.5.4

This is mainly a hotfix for nametags being rendered for server side this is no more only clients
Added new sandbox options and moved Show zombie type into "CDDA: CORE".

  • Fixed Nametag render in server before there was no check if its server should render or client, that may have lagged or spiked some lag in servers if you have multiple zombies loaded, this is now fixed servers can't render nametags.
  • New zombie update configuration: New options inside "CDDA: Core", there is five new options for each function of zombies.
  • New system for function running now zombie abilities will only run if a player is nearby this can be changed as said above.
  • Moved Show Zombie Type into Core


Update: 23 Jul @ 10:19am




Third Major Change Notes For 0.5.2

Hello from the auther detox, i'm in intense work with the experimental version that version is at ~ 0.8.9 and near completion.

This update is not the 1.0 release but a hotfix for these changes:

  • Removed Checks for Sync client&server that made servers ping go crazy due to uncessesary updates per tick
  • Added Safety checks or sync client and server, this is to avoid errors for object found to be nil.
  • Updated the clothing list to match experimental this adds support to alot of new clothing mods
  • Fixed typos for More traits not taking account


Update: 22 Jun @ 12:52pm



Second Major Change Notes For 0.5.1
- Removed events, that lagged the game to much. This should help for less lag and FPS drops.
- Fixed lag spikes by when a Master Zombie Error tries to evolve another type “attempted index: evo of non-table: null”.
- Fixed Issue with spawn chance wasn't taking account after initial world spawn. (Known issue for now Master Zombies will still spawn 0% chance zombies this will be fixed to for next patch.)
- Fixed issue with Funconhit.
- Fixed issues with attempted index: evo of non-table: null with ZYPE~=nil.



- Added (immune to gun damage by adding HP) :For each hit the zombie takes with a fire gun it will add up the health this is sort of if you are high level in aiming stat, a higher level will result to sometimes killing the zombie before adding health.
- Added Reset HP for zombies with immune to bullet function this will take effect after the zombie has already gotten shot and has high HP for it to be killed with a normal weapon, reset HP to make it fair for a normal weapon.
- Added Sound queues to Immune to Bullet Ability. (This will be a separate Sandbox option to disable Sound effects. In 1.0 release).
- Added Simplified Chinese by HW_Lover


Update: 27 Aug, 2023 @ 11:04am

- corrected Necromancer and boomer zombies not sending correct sendcommand

Update: 27 Aug, 2023 @ 10:41am

- corrected zombie master not sending the correct commandline.
PLEASE LET MET NOW IF THIS BREAKS ANYTHING !.

Update: 25 Aug, 2023 @ 9:57am

- Fixed Normal zombies open doors
- Fixed issue with bullet immune first one.

Update: 24 Aug, 2023 @ 12:03pm



Major fixes VERSION 0.5.0
Mainly a hotfix before major update
- Dataover flow is fixed no more errors for (keepstand , functions)
- Fixed lag spikes by removing Ztype that cant be corrected (not rendered).
- Chance spawn rate should be fixed (i have tested)



Display UI Improvements

New option: Aim to draw Added option in (Mod-Options), this option is Defaulted to true it will let you chose draw freely the Nametags without having to aim or needing to aim, how does it work?Easy hover over with the mouse curser, and it will draw the nametag, this also fixes the i can't see zombie type inside a vehicle Client Only.

New option: Draw timer Added option in (Mod-Options), this option is Defaulted to 100 it will let you chose the timer in ticks that controls how many ticks has to pass for the nametag to vanish from the screen. Option is from zero ticks to 10,000 ticks Client Only.

Added back option Show zombie type in Modoptions and Sandbox options server can still force this option to false. note if you play singleplayer the show zombie type is defaulted to true the check is if sandbox is true and mod options is true show zombie type.

-Added a new option experimental show zombie type to nearby players




Re named Sandbox options to be more clear, Re ordered sandbox options.
New Sandbox categories to match vanilla style
〇 CDDA - Core (all options related to Tick update, Debug, etc.).
〇 CDDA - Character (all options related to skills, traits, requirements, damage, etc.).
〇 CDDA - Zombie Lore (all options related to zombie lore customisable health, speed, etc.).
〇 CDDA - Zombie Abilities (all options related to zombie abilities).
〇 CDDA - Zombie Fall (all options related to zombie keep standing "Shoving").
〇 CDDA - Advanced Zombie Options (all options related to zombie population multiplier, spawning rates, disabling enabling zombies, etc.).

- Added sandbox spawn options to outfits zombies
- Added sandbox spawn options to MOMA Trait
- Reverted back to 100 tick update
- Brutal Handwork works with MOMA Trait and shocker Z
- Fixed the issue after shooting a zombie with the function immune to bullets beeing invinsible FIXED.
- Reduced all sounds/music volume
- Translated some options
- fixed the show zombie tag for player
- Added back immune to bullet the first addition Need to be selected in MP
-Translated some options not all of them



Known issues Right now
1. Immune to bullets doesnt seem to work in Multiplayer only the secendary option
2. Shocker and shocker beast sometime the shock effect doesnt apply to player.
3.going outside of a chunk would lead to zombie to randomised again trying to fix this issue
4. Need to balance most glitched zombies for fair gunplay , melee play , normal play.
5. Issue with sound has to be done thru Audacity .


Update: 5 Jul, 2023 @ 12:33pm

HOT FIX 0.0.1.2

This is a hotfix for some bugs version 0.0.1.2.

- Fixed Zombie Class cleaned useless code and laggy code.

- Cleaned Zombie functions (immune to bullets, Shocker Z, etc.)
.

- Removed MOD IDs for Multiplayer now they are practically useless since main mod has no lag.

- Fixed Projectiles causes major lag and errors when colliding with zombies.

- A possible fix to Keepstand because of the old zombie class system.
- Re named The mod to be more clear.
- Zombies with the function immune to bullets will no longer reset the Gun Stats



Next update

- Added new trait (Psychopath: : ignore depression but add 0.75% stress each hit "4 points."- Suggested by: Vortex ).

- Sheriff Z is no longer Bullet Immune.
- Added Russian Translation by ("essty")

- Defaulted Font to Comic

- Re named Sandbox options to be more clear

- Re ordered sandbox options

- The master of martial arts can damage zombies now but upped the cost from 14 to 16.
- Seperate MOD ID for Mod options only so you can custom all settings on the fly(Client Side).|/b]

Update: 4 Jun, 2023 @ 4:02am

Patch For fixes

So we have three versions now.
1 - The normal version of cdda with every single function and stuff. This is ment for Singleplayer players but can be run easily on a multiplayer server. (Expect some minor desync or bugs in MP.) - (SP & MP)

2 - The Second version of cdda is without most functions for MP only basically you have the bare minimum to avoid bugs and desync and lag. (MP ONLY)

1 - No more Functions like Bullet immune & Radioactive
2 - No more Necromancer Z & Master Z functions
3 - No more keep stand function


3 - The third version of cdda is not tested yet but the author of the code says expect some desync issues between zombies like some types will not show correctly or something like that. ( MP ONLY)


You only need to enable one of this three that interests you and suits your style.
Recap
1 - Full version (some lag in MP ) MP & SP
2 - Bare minimum without most functions (No lag) - MP Only

3 - Possible desync in servers (No lag) - MP Only


- Fixed bug with hand written font and medium font not applying ingame

- Reverted back _ALERT now its an option in the new section in sandbox options ( CDDA : update ) disable it if you see errors

- Added new option for Nametag tick update by default its 750 but you can decrease or increase and notice what happens lag or smooth experience apply your fav and restart server or world.

- Moved Show Zombie type to sandbox so now server owners can force this option to be false or true (need server restart)

- Renamed (DD_Zombie) to (Cataclysm: Dark Days Ahead) in mod options

Update: 2 Apr, 2023 @ 12:32am

- Fixed evolution error .
- Fixed Normal zombie turning to Master.
- Removed Immune to bullets for sherrif Z
- Added MOD IDs to disable certain occupations
- Added Thai Translation for Sandbox
- Warning if you play with More traits or Arsenal(26) if zombies that have the immune to bullets gives you errors then disable.

New evolution table :
Crawler = 1 ,= to Nothing
Skeleton = 2 ,= Skeleton Feral
Feral = 3 ,= to Nightmare
ScreecherZ = 4 ,= to nothing
Tough = 5 ,= to Feral or Wresllers
Fat = 6 ,= to Grabber or Tough or Crawler or Boomer
Necromancer = 7 ,= to nothing
Brute = 8 ,= to nothing
Wrestler = 9 ,= to Brute
Screamer = 10 ,= to Screecher
Survivor = 11 ,= to nothing
Decayed = 12 ,= to nothing
Grabber = 13 ,= to Wresller
CopZ = 14 ,= to nothing
FiremanZ = 15 ,= to nothing
SoldierZ = 16 ,= to nothing
ChildZ = 17 ,= to nothing
HazmatZ = 18 ,= nothing
Master = 19 ,= nothing
Normal = 20 ,= Necromancer or Biter or Listner or Screamer
Boomer = 21 ,= to nothing
ShockerZ = 22 ,= Shocker Beast or decayed
SkeletonFeral = 23 ,= nothing
Listener = 24 ,= Screamer
Biter = 25 ,= nothing
SWAT = 26 ,= to nothing
Sheriff = 27 ,= to nothing
ObeseZ = 28 ,= to nothing
NightmareZ = 29 ,= to nothing
BurnerZ = 30 ,= to nothing
HulkZ = 31 ,= to nothing
PredatorZ = 32 ,= to nothing
Shocker Beast = 33 ,= to nothing
Juggurnaut = 34 ,= to nothing
Skeletal Juggurnaut = 35 ,= to nothing