[IN DEV] Project Zomboid GOG

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[IN DEV] Project Zomboid GOG

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Project Zomboid

Genre: Action - Simulation - Open World
Works on: Windows (XP, Vista, 7, 8, 10), Mac OS X (10.9.0+) and Linux (Ubuntu 14.04, Ubuntu 16.04, Ubuntu 18.04)
Languages: Text only: 中文, český, Dansk, Deutsch, English, español, français, magyar, 日本語, nederlands, polski, português, русский, Türkçe
Features: single-player - multi-player - controller support - in development
Released: November 8, 2013 - IN DEV
Size: 2.6 GB
Company: The Indie Stone / The Indie Stone
Installer version: v41.78.16_(64bit)_(60900)
Store page: https://www.gog.com/game/project_zomboid

About:
Project Zomboid is an open-ended zombie-infested sandbox. It asks one simple question – how will you die?

In the towns of Muldraugh and West Point, survivors must loot houses, build defences and do their utmost to delay their inevitable death day by day. No help is coming – their continued survival relies on their own cunning, luck and ability to evade a relentless horde.

Already available features:

- Hardcore Sandbox Zombie Survival Game with a focus on realistic survival.
- Online multiplayer survival with persistent player run servers.
- Local 4 player split-screen co-op
- Hundreds of zombies with swarm mechanics and in-depth visual and hearing systems.
- Full line of sight system and real-time lighting, sound and visibility mechanics.
- Hide in the shadows, keep quiet and keep the lights off at night, or at least hang - sheets over the windows.
- Vast and growing map (loosely based on a real world location) for you to explore, loot and set up your fortress. Check out Blindcoder’s map project: http://pzmap.crash-override.net/
- Use tools and items to craft weapons, barricade and cook. You can even build zombie proof forts by chopping trees, sawing wood and scavenging supplies.
- Deal with depression, boredom, hunger, thirst and illness while trying to survive.
- Day turns to night. The electricity falters. Hordes migrate. Winter draws in. Nature gradually starts to take over.
- Farming, trapping, fishing, carpentry, cooking, trapping, character customization, skills and perks that develop based on what you do in-game.
- Proper zombies that don’t run. (Unless you tell them to in the sandbox menu).
- A ton of amazing atmospheric music tracks by the prodigy that is Zach Beever.
- Imaginative Challenge scenarios and instant action ‘Last Stand’ mode, on top of regular Sandbox and Survival.
- Full, open and powerful Lua modding support.
- Xbox Controller Gamepad support on Windows. [Others pads can be set up manually. Gamepad support not currently available on Mac]

Planned Features:

- The return of our PZ Stories mode that also serves as first ever tutorial actively trying to kill you at every turn. Kate and Baldspot return!
- In-depth and varied NPC encounters driven in a persistent world, powered by a metagame system that turns each play-through into your very own zombie survival movie with emergent narrative gameplay.
- Constant expansion of the countryside and cities around Muldraugh and West Point.
- Full wilderness survival systems, animals and hunting for food.
- More items, crafting recipes, weapons and gameplay systems.

Please note that at this time our public test betas are not available on GOG. Currently only stable PZ builds will be uploaded to the GOG Portal. GOG build releases will always be updated at the point at which we are sure there are no bugs to compromise player enjoyment.
Support the software developers. If you like this game, BUY IT!

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[IN DEV] Project Zomboid GOG

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► Patchnotes
Patch 39.67.5 (15 June 2018)
[NEW]
Changed default UI Render FPS to 20.
Added Linux version of libPZBullet64 without OpenGL for headless servers.
Added proper physics to open double doors.
Added "Pan camera while aiming" display option.
Cell grid now drawn in the lua debugger map.
Pressing 'T' in the lua debugger map now teleports player 0 to that location.
Added the ability to smash the car window that a player is facing using right click in the car's context menu.
Added "remove vehicle" using the right click context menu if you are in debug or an admin.
Admins or people in debug mode can now open the Vehicle Mechanics screen instantly while inside a car.
Added a Car Battery Charger item. It is used to charge your car battery if you have electricity around you (generator included).
Added 32bit PZBullet for Linux
Only show 'Dig Grave' in context menu when clicking on appropriate ground tiles.
Dirty Rags may be used as tinder or fuel in campfires.
Vehicle key is returned to the keyring it came from when removing it from the ignition.
Added better support for large fonts - for example with the Big Freakin' Fonts mod.
Replaced the placeholder car battery charger.
Size and position of the crafting and vehicle-mechanics UIs now saved.
The vehicle mechanics window can be resized vertically.
The crafting UI is resizable and supports large fonts better.
Added correct Mechanics skill icon
[BALANCE]
Increased the spawn rate of mechanic tools in car trunks.
Lowered the panic increase caused by zombies when player is in a vehicle.
Increased the knockback done to car when ramming zombies.
Decreased the consumption of fuel by generator.
Lowered the impact of timeSinceApo sandbox & world hour age on spawning car battery.
Increased a tad the number of cars spawning on Low sandbox setting.
Increased the spawn rate of remote control.
Increased the odds to find an animal with trapping.
[BUG FIX]
Fixed VOIP not working.
Fixed issues with players riding shotgun in MP being teleported to elsewhere on the map by preventing drivers from entering areas of the map that haven't been loaded in their passengers' game.
Fixed client doing collision checks for zombies that should only be done on a server.
Fixed zombie positions not updating on the client correctly.
Fixed zombie animations not updating on the client when near a vehicle.
Fixed trove.jar not being on Mac StartServer scripts.
Fixed Server not directing admins to 38.30(pre-vehicles) branch when trying to load an old world.
Fixed potential slowdown by not calling getResourceAsStream() in IndieFileLoader.
Fixed "Bad file descriptor" bug on Linux (hopefully, please let us know if you see this)
Fixed linux issues by rebuilding Linux libZNetJNI64.so
Fixed "Auth failed response" message on server when a client disconnects.
Fixed issues around server sending map_zone.bin to clients.
Fixed pzbullet/CMakeLists.txt
Fixed linux issues by updating Linux PZBullet.so and PZBulletNoOpenGL64.so
Fixed unpinned inventory/loot window time auto-collapsing at different framerates.
Fixed zombies near player 1 overlapping each other when player 2 was far away in split-screen.
Fixed longstanding visual glitch when climbing over something onto a staircase below.
Fixed potential infinite loops by adding sanity checks when loading map_zone.bin.
Fixed VoiceManager.DeinitVMClient() not terminating the thread properly.
Fixed exception cooking items with both BadInMicrowave and ReplaceOnCooked.
Fixed line spacing in the in-game changelog.
Fixed exception causing return to main menu with Bedford Falls and other maps with buggy .lotheader files.
Fixed missing RCON .class files.
Fixed clothes becoming dirty even if the sandbox option was disabled.
Fixed some debug messages players don't need.
Fixed checking doors to enter a vehicle checking hood/bonnet.
Fixed checking windows to enter a vehicle not seeing if a window had been smashed.
Fixed car batteries being created at 50% charge on most spawns.
Fixed Driving on player-made wood floor being considered as offroad and damaging vehicle.
Fixed VehicleInterpolationData objects not being reused.
Fixed in-game changelog not displaying changes to previous versions of the game.
Fixed issues with vertical force to vehicles after collisions with objects/zombies.
Fixed vehicle headlights being slow to turn on and off.
Fixed vehicle positions not updating for passengers after a collision.
Fixed Multi-core rendering not working on Linux.
Fixed linux server issues by removinf -XX:-CreateCoredumpOnCrash from Linux server .json.
Fixed seeing key icon above another player's head when near a vehicle.
Fixed further linux issues by adding -XX:-CreateMinidumpOnCrash -XX:-CreateCoredumpOnCrash -XX:-OmitStackTraceInFastThrow to server .bat/.json.
Fixed collisions between vehicles and zombies being counted when the vehicle is stationary.
Fixed small car's plate number being stretched.
Fixed flat building roofs being hidden when the player was obscured by player-built floors.
Fixed roof on lot_house_small_36.tbx.
Fixed a missing wall in a house near 13814,4682.
Fixed trunk capacity not always updating when it should on the client.
Fixed wrong end of a vehicle sometimes taking damage after a collision in multiplayer.
Fixed DropOffWhiteListAfterDeath only working for accesslevel that isn't "none" (this is the reverse of what was intended)
Fixed being able to use Car Battery Charger outside while there is electricity (you need to be a in a building now, or close to a generator).
Fixed client not updating vehicle stats when part condition changes.
Fixed Linux server failure with libPZBulletNoOpenGL*.so
Fixed text such as "The door is blocked." being visible above other player's heads in splitscreen.
Fixed translation for "You failed to produce any usable materials" not being used.
Fixed words not appearing above the player's head when trying to open barricaded or blocked doors.
Fixed C/F/R keys activating if identical to the "Toggle Crafting UI" key when displaying the crafting ui.
Fixed crafting UI appearing in the main menu if the assigned key is pressed.
Fixed VehicleManager error when more than 64 players are connected.
Fixed error compiling ProjectZomboid.exe with UNICODE defined.
Fixed both halves of a grave not being destroyed when using a sledgehammer.
Fixed pathfinding (and other) data not being updated when remote clients added objects to the map.
Fixed not being able to climb through carpentry window frames above ground level by holding the E key for half a second.
Fixed not being able to hop over fences using the controller B button above ground level.
Fixed not being able to climb down sheetropes when tapping the 'E' key.
Fixed remote players juddering up and down while climbing sheetropes.
Fixed display not updating when climbing sheetropes.
Fixed player not facing fence/window when adding/removing sheetropes.
Fixed controller context menu missing commands to climb over and add/remove sheetropes to fences.
Fixed double-tile carpentry objects (like Bed) not consuming materials.
Fixed scrollbars not working in the options ui when a controller was active.
Fixed using the controller A-button on a vehicle hood not opening the mechanics ui.
Fixed aspects of many UIs to handle different font sizes.
Fixed font-rendering bug.
Fixed UI not updating when an error occurs setting vsync.
Fixed the crafting UI constantly setting the help text for the info-button window.
Fixed ISModalRichText updating when not visible and not being centered on screen.

Patch 39.66.3 (06 June 2018)
Vehicles released!
Survivors of the Knox Event can now drive vehicles and explore every nook and cranny of the vast Project Zomboid map.

Vehicles are enhanced with real physics, and come with all the expected sundries such as a UI dashboard, headlights, expanded inventory space, car horns, air conditioning and car radios – and the capacity for breakdowns, part replacement and collision damage.

Nine different vehicle models are available – not including variants on these such as branded vans or emergency vehicles. The PZ garage runs the gamut from family cars to police sedans, to Spiffo restaurant vans.

Vehicles can be found outside homes and in parking lots – while keys can be found in nearby homes, in the vehicle itself or on the floor. Hotwiring is also a skill option.

Players can replace spare parts, tyres, suspension, brakes and more – all of which can be damaged by situations such as overuse, off-road driving and collisions.

Vehicles must be topped up with gas, have charged batteries and each variety of vehicle has its own set of replacement parts for players to add to their chosen transport.

To accompany vehicles a Mechanic profession and skill have also been added to the game – allowing for increased chances of successful part installation, and trickier repairs.
PLEASE NOTE:
Due to the massive engine and gameplay changes required for vehicles, game saves from the previous build 38.30 are NOT compatible.
PLEASE ALSO NOTE:
While we’ve taken a lot of effort to get this build as bug free as possible, due to these huge changes to the PZ engine we can anticipate many bug reports, and also the potential of operational issues on computer set-ups that weren’t part of our IWBUMS beta process.

Please report any issues here; https://theindiestone.com/forums/index. ... g-reports/ , and thank you for patience.
OTHER BUILD FEATURES:
The PZ map has been expanded – filling in the countryside between Riverside and Rosewood with farmsteads, camp sites and various nooks and crannies to explore in your cars, vans and ambulances. The official PZ online map ( https://map.projectzomboid.com/ ) has been updated to reflect this.

A lot of optimization has been done under the hood to make way for vehicles: general map streaming performance, garbage collection improvements, UI framerate changes, rendering of non-visible internal tiles to provide smoother play around tall buildings etc.

Many, many other improvements to game systems including: player-crafted double-doors and gates, new sandbox options, map improvements, MP and co-op tweaks, external generators, loot and XP balance, UI improvements, better gamepad controls and much much more.
OTHER NEW STUFF
New Sandbox options: CarDamageOnImpact, CarGeneralCondition, Enable Car Wreck Congestion etc.
Player craftable double doors and gates (wooden and metal) added to allow for vehicle storage in player-constructed bases.
Added darkening to levels below player's z height to help sense of depth between levels.
Added an AllowExteriorGenerator Sandbox option. This allows generators to power exterior tiles, and for example can get gas pumps working after the electricity has turned off.
Changed Xmx values to 1200 from 768 for 32/64 clients (should avoid too many pauses due to the garbage collector).
Switched to a Cellular Automaton (from a Mersenne) algorithm for RNG: this could be tough for players to see an impact, but changes in value should be less erratic). Also changed the seed generation. Now doing 2 seeds, one for Lua, one for Java.
Changed loot respawning to work at regular intervals. Starting at 7AM on the first day, loot respawns according to the LootRespawn sandbox option (in singleplayer) or the HoursForLootRespawn server option. So if loot is set to respawn every 24 hours, it will respawn at 7AM every day. There is a new sandbox option SeenHoursPreventLootRespawn. When > 0, loot will not respawn at the next loot-respawn time in zones that have been seen within that many hours.
Display progress when converting an old save to a new world version.
Added font-size option for inventory (and carpentry) tooltips.
Added line in literature tooltip to reflect when recipes are already unlocked by Profession and/or Traits.
Added debug scenarios to help in testing for devs and modders (Create a new character quickly from Main Menu, setup params, sandbox options etc. Check lua/client/DebugUIS/Scenario/DebugScenario, can only be used in Debug).
Added a -Dnosave argument in the command line for devs and modders. Use it to stop world saves when testing involves the creation of lots of new characters
Added debug option to display circle around character's feet.
Added UI for admins to inspect number of network packets sent/received.
Added tooltip showing Username on the Scoreboard and Mini-Scoreboard.
Added tooltip to Claim Safehouse context menu option when player hasn't survived long enough to be allowed to join.
Increase java heap max size on the Mac to match Windows/Linux (1200 MB).
Added "Quit to Desktop" button for when errors occur while loading a game.
Added "/safehouse release" command so clients can release a safehouse they own.
Added Moveables.txt translation file (for moveable-object names).
Added MultiStageBuild.txt translation file (for creating/upgrading walls).
UI now displays multi-stage build options even if a required recipe is unknown.
Added "ReloadWeapon" keybind ('R' by default).
Added support for duplicate keybindings and made changes to vehicle keybindings.
ESC key / B-button now cancels timed actions.
PlayerDownloadServer saves zip files to memory instead of to disk. This may improve lag issues.
Added CompostTime sandbox option.
DayLength sandbox option now allows all hours up to 24.
Added new town zones and foraging zones, especially around Riverside.
Added mailboxes to Riverside, alongside other general decoration map-wide.
Added "ItemNumbersLimitPerContainer" server option. It should be used to limit the numbers of items possible into one container.
In-game UI renders to a separate texture FBO at a lower framerate for optimisation purposes. (This can be disable in Options should it be desired.)
Doors can now be locked from inside without a key - including commercial buildings.
Added "Fill Grave" command to fill a grave to its capacity of five corpses.
Added better zoom in / zoom out radial-menu icons.
Added ErosionDays sandbox setting. (-1 means no erosion. 0 means use the existing ErosionSpeed option. Any other value is the number of days until 100% growth. The maximum value is 36,500 days - 100 years).
Digital-watch alarms now beep for 30 in-game minutes before shutting off.
Added a warning to the Generator Info window and context-menu tooltips about toxicity.
Added missing options to the server-settings editor.
Player must face doors when locking/opening/unlocking.
Increased max java heap size to 2GB on 64-bit clients.
Increased map-download timeout from 30 to 60 seconds while connecting.
Client now downloads 20 chunks at a time while connecting to avoid timeouts.
Required skill level in the furniture-moving tooltip now shown.
Added individual translations for most Sandbox option values.
Added DebugOptions.TranslationPrefix to show an * before translated strings.
Inventory/loot windows now show a resize indicator when the mouse is between column headers.
Added context option for placing movables
Updated credits
Added a new 'Press 'R' to rotate during construction' tool tip to minimise Sasha's rotation despair
Made microwave/oven UI background a bit darker to improve visibility.
Host screen now displays an error and prevents launching servers with unsupported WorldVersion.
Sprites added to IsoObjectPicker.ThisFrame now limited to those near the mouse.
Updated server tool box invite player message.
Added ability to place one oversized item (item bigger than floor capacity) on the floor.
The multiplayer Tickets UI now handles long and multi-line tickets.
Updated newtiledefinitions.tiles with new FloorHeightXXX tile properties
Allow WallOverlay sprites to be used without an underlying wall sprite. (Mash uses these in a number of places but they've never appeared in-game.)
Game now allows only one faction invite dialog at a time from another user.
Rooms named emptyoutside (used by roof-hiding) are no longer treated as interior rooms. Emptyoutside rooms were placed in BuildingEd on roof-like bits that stick out from buildings as well as covered areas (at gas stations for example).
BALANCE
Reduced zombie corpse weight to 20.
Increased locations where antibiotics can be found.
Increased chance of finding plush Spiffo.
Increased chance/locations where ammunition, shovels, cigarettes, lighters, antibiotics, Canning items, Barbed Wire, Milk and Empty Sandbags spawn.
Updated close, pin and unpin UI icons.
Nerfed the speed at which clothes become dirty.
Increased radio transmission range for walkie-talkies etc. (Since radios were added the map has grown, and the transmission ranges had not been adjusted to fit it.)
Foraging previously caused both fatigue and sleepiness, but the sleepiness has now been reduced.
Radio/TV XP increased, and fixed discrepancy in bonus for halo display.
Equipped umbrellas now prevent player from getting wet when out in the rain.
Player can remove glass by hand (takes double the amount of time to accomplish than tweezers).
MODDING
Can now get HandWeapon.RunAnim with getRunAnim().
IsoGameCharacter now has an avoid damage variable that will negate hitting. getAvoidDamage() & avoidDamage().
Added OnRefreshInventoryWindowContainers event that modders can use to hook into ISInventoryPage.refreshBackpacks().
FIXES
Fixed not being able to click on carpentry crates south and east of the player.
Fixed garbage collection issue in Spiffo tutorial window. [Spiffo was a villain all along :( ]
Fixed rendering of railings caused by incorrect tile property.
Fixed shoved zombies being drawn behind walls.
Fixed walls obscuring the player when on a staircase.
Fixed amount of rotten spice used.
Fixed not being able to rotate furniture.
Fixed the game displaying (fresh) after item names in recipe tooltips in the inventory window.
Fixed obsolete farming.Milk item being in two recipes.
Fixed traps not catching animals.
Fixed zombies not seeing a player that respawned after death in-game.
Fixed player respawning in safehouse when SafehouseAllowRespawn=false.
Fixed crafting sometimes taking tool from a bag when one is in main inventory.
Fixed player facing the wrong way when turning a stove on/off.
Fixed Loot Window displaying the "Transfer All" button which does nothing.
Fixed "ran out of unique zombie id numbers" by limiting real zombies to 32768.
Fixed "ERROR sendItemsToContainer invalid object index" in console.
Fixed radio/TV static sounds not respecting different framerates.
Fixed Override:true not working for recipes with "." in the name.
Fixed zombies being attracted to lightswitches at night when the lightswitch was loaded/synced.
Fixed Obsolete:true in recipes not working with translated recipe names.
Fixed burnt/survivor/stash houses not always spawning.
Fixed position of game-speed controls in splitscreen.
Fixed post-death UI not being removed in splitscreen.
Fixed multiple generators interfering with each other.
Fixed keys not working on exterior doors with roofs over them.
Fixed trees being on blends_natural floor tiles and being invisible.
Fixed ZombieLore and ZombieConfig sandbox settings resetting.
Fixed thread contention between WorldStreamer and main thread.
Fixed plant info mysteriously saying "???". Now states "Unknown" instead.
Fixed context menu for curtains showing when standing outside a building.
Fixed server logs being spamming by Zzzzzz & radio static sounds.
Fixed resetting server option to default value in admin UI.
Fixed IsoSprite.canBeRemoved not being set.
Fixed UIManager.useUIFBO getting set to true in MainScreenState
Fixed WindowN/W sprite properties changing from String to IsoFlagType.
Fixed Disassemble option showing for partially-destroyed multi-tile objects.
Fixed pathfinding info not updating when objects are destroyed by fire.
Fixed player sneak animation playing too rapidly at certain angles with the controller.
Fixed flickering door highlight when a key-tooltip is displayed.
Fixed zombies pushing the player they're attacking.
Fixed boolean server options accepting any string.
Fixed savefiles from newer versions of the game throwing errors - instead they just won't be loaded.
Fixed reloadVehicles() debug command not reloading textures.
Fixed pressing Escape key in chat cancelling actions.
Fixed path-smoothing for zombies to improve performance of hordes.
Fixed not being able to right-click on other players in multiplayer.
Fixed walking-on-the-spot when zombies move through hedges.
Fixed malformed SuburbsDistributions causing exceptions in ItemPickerJava
Fixed some controller issues with map UI.
Fixed inventory highlight color when using a controller with off-screen rendering.
Fixed zombies playing multiple idle sounds in multiplayer.
Fixed exception right-clicking a Mug of Water with Sugar in inventory.
Fixed UI colors so that they're closer to what's seen when not drawing the UI into an offscreen image.
Fixed building walls not being possible behind staircases.
Fixed column order in server whitelist tables.
Fixed "connection lost" message when client's Lua files don't match the server's.
Fixed alarm clocks only waking players on levels 0,1,2 inside pre-existing buildings.
Fixed IsoWindowFrame working for IsoThumpable.
Fixed microwave/stove timers not counting down.
Fixed hot/cold background colors of food being faded compared to earlier versions.
Fixed recipe food ingredients appearing available when multiples are required.
Fixed usernames showing for splitscreen players when "Show your username" is false.
Fixed UI confusion by renaming "Generator" to "Generator Maintenance", "Herbalist" to "Herbal Remedies"
Fixed crafting UI rendering parts of itself when collapsed.
Fixed gunshots/screams/dog-bark events happening when MetaEvent sandbox options is set to 'Never'
Fixed move-furniture tooltip texture position.
Fixed some untranslated controller prompts.
Fixed Wire Fence and Big Wire Fence not being buildable with ISBuildMenu.cheat=true
Fixed digging graves not being allowed on level 7.
Fixed container overlays not updating when rotten food is destroyed.
Fixed radio/TV broadcasts not giving bonuses to all players in splitscreen.
Fixed TV broadcasts not always giving bonuses like radios do.
Fixed grocerystorage garbage being stocked with fresh food.
Fixed missing overlay sprite on corner shelf furniture_shelving_01_8
Fixed various map bugs by placing a floor tile on level 0 if there isn't already one
Fixed zombie visibility not working right in splitscreen.
Fixed position of skull icon in load-game UI.
Fixed map-loading errors when there are unknown types of items on the ground.
Fixed game freezing when hundreds of nearby zombies play footstep sounds.
Fixed metal-barricade sound not playing in MP, or for IsoThumpables.
Fixed chop-tree action stopping too soon when the player's endurance is low.
Fixed food cooking for too long once it has been removed from heat.
Fixed hardcore difficulty using the wrong XP multiplier on Beginner/FirstWeek.
Fixed prone zombies being pushed by non-prone zombies on the client.
Fixed solidtrans objects adjacent to window frames (without windows) blocking movement
Fixed zombie sprite being set to null when creating corpses. This could cause errors when the same zombie was reused later.
Fixed object modData not being sent to other clients (number of corpses in a grave wasn't synced)
Fixed SoundBankEmitter occlusion when first starting a sound
Fixed digital-watch alarm-sound restarting when transferring items.
Fixed inconsistent use of IsoCell.ProcessItems and ProcessItemsRemove
Fixed some useful methods from Food not also being in InventoryItem
Fixed IsoWaveSignal.AddDeviceText() null pointer on the server.
Fixed new MP players spawning with extra loot from lower difficulty levels.
Fixed new Sandbox games using whatever difficulty was last selected.
Fixed 'exterior' flag not being removed for squares under roofs when loading a fresh chunk.
Fixed being able to lock/unlock doors that require a key by right-click while under a roof.
Fixed sound not working in split-screen when player 1 has the Deaf trait.
Fixed sounds of some actions not attracting zombies.
Fixed Server not terminating early if WorldVersion is unsupported.
Fixed ISBarricadeAction using the wrong perk to determine the amount of noise made.
Fixed right-clicking on things being glitchy in split-screen.
Fixed server not preloading areas of the map while clients are connecting.
Fixed world not redrawing when the window is resized.
Fixed Deaf people hearing radio or TV.
Fixed read option being available while sleeping.
Fixed frozen food being usable in recipes from crafting menu.
Fixed layout of the Reloading options
Fixed NumChasingZombies being incremented for the wrong player in splitscreen.
Fixed sleeping players panicking from seeing zombies.
Fixed DrainableComboItem.updateWeight() possibly using an invalid item type.
Fixed issues with stove and microwave power checks.
Fixed "Press R to rotate" position in carpentry tooltips.
Fixed stacking/unstacking logs giving carpentry XP.
Fixed three bugs with chunk checksums - one of which was in IsoChunk: if HoursForLootRespawn=0 (the default)
Fixed multi-tile objects not checking if sibling positions have power.
Fixed bug in DeviceData concerning worldsounds.
Fixed sound emitters being created for IsoSurvivor
Fixed zombies not responding to some sounds.
Fixed pathfinding garbage collection
Fixed IsoWorld.emitterUpdate from being OnceEvery to counting milliseconds to avoid built up sounds.
Fixed mod .tiles sprite property values being wrong (Issue 1376)
Fixed collision/pathfinding/vision when loading chunks.
Fixed Moveables.txt translations not being used in Disassemble menu or inventory window.
Fixed player's "Survived For" time, which was increasing twice as fast as it should in MP.
Fixed visibility/pathfinding glitch along chunk boundaries.
Fixed roof-hiding code not updating when players build new floors.
Fixed position of skull icon in load-game UI.
Fixed map-loading errors when there are unknown types of items on the ground.
Fixed nullPointer when uninstalling a vehicle part.
Fixed a bug with -dnosave.
Fixed game freezing when hundreds of nearby zombies play footstep sounds.
Fixed metal-barricade sound not playing in MP, or for IsoThumpables.
Fixed chop-tree action stopping too soon when the player's endurance is low.
Fixed food cooking for too long once it has been removed from heat.
Fixed Hardcore difficulty using the wrong XP multiplier on Beginner/FirstWeek.
Fixed prone zombies being pushed by non-prone zombies on the client.
Fixed solidtrans objects adjacent to window frames (without windows) blocking movement.
Fixed accounts with access level other than "none" counting towards MaxAccountsPerUser.
Fixed wrong translation being used in quit-faction dialog.
Fixed invisible players being pushed by zombies to make admin testing easier
Fixed newly-built floors not always being rendered right away.
Fixed television appearing to be powered when it was loaded after the power shuts off.
Fixed map UI issues when using a controller.
Fixed some dialogs accessed from the inventory window not being closeable using a controller.
Fixed exception locking/unlocking player-made doors.
Fixed double-object furniture giving full material for each object when disassembled.
Fixed multiplayer user panel button saying 'Quit' when 'Close' is more appropriate
Fixed server exception when rotten food becomes compost.
Fixed a missing wall near 6126,6724,1.
Fixed GC issues by wiping the large 'objects' tables (the list of zones)
Fixed some roof-hiding glitches by updating some cells
Fixed ping@ping being printed to console when hosting a game.
Fixed lighting on 1/3 and 2/3 height flat roof tiles.
Fixed bugged Recipe_Make_Metal_Sheet in Recipes_FR.txt
Fixed only wooden player-made floors being hidden when they block sight of the player.
Fixed IsoZombie.itemsToSpawnAtDeath not being cleared when reusing zombies.
Fixed -debugtranslation prints missing recipe names from TeachedRecipes in items.
Fixed translationProblems.txt was missing the name after MultiStageBuild_ lines.
Fixed News_XX.txt file not being closed after reading, being read twice with English translation

Patch 38.30.3 (18th December 2017)
Resolves multiplayer connectivity issues

Patch 38.30 (01st December 2017)
[FIX] Added tooltip showing battery power when inserting/removing batteries to Lamp on Pillar and lamps.
[FIX] Fixed removing a barricade failing if hammer is in a bag.
[FIX] Fixed Lamp on Pillar blocking movement in only one direction.
[FIX] Fixed inserting battery into Lamp on Pillar doesn't unequip battery if needed.
[FIX] Fixed some issues with lights.
[FIX] Fixed melted icecream appearing in inventory after eating icecream. (Issue 1233)
[FIX] Reimplemented measures to prevent players from connecting to server in debug mode.

Patch 38.28 (17 November 2017)
[FEATURE] Bandages created from bloody clothing taken from Zombies, now have a small chance of causing player to become infected, if it has not been properly cleaned before being applied.
[FEATURE] Reimplemented flies buzzing near corpses. Added flies volume Audio option.
[BALANCE] Clothes are now more likely to be bloody when coming from a zombie.
[BALANCE] Increased places where Hunting Knife can spawn.
[FIX] Removed lowest lighting option due to no performance difference between Low and Lowest.
[FIX] Converted server option WorldItemRemovalExlusionList to WorldItemRemovalList effectively changig it from a whitelist to a blacklist.
[FIX] Added obsolete tag to certain items.
[FIX] Fixed lua error picking up furniture affecting players at random. (Issues 516, 1209, 1219)
[FIX] Fixed VOIP memory usage merge glitch.
[FIX] Fixed eat sound playing when drinking HotDrink item. (Issue 1220)
[FIX] Disabled corpse sickness challenges 1/2/4/5.
[FIX] Fixed Cooking Pot with Water not heating up. (Issue 1160)
[FIX] Fixed bugs when displayName was different than username.
[FIX] Fixed teleporting splitscreen players.
[FIX] Fixed ISTextBox controller focus bug when clicking a button with the mouse.
[FIX] Fixed displayName being "Bob" for new players.
[FIX] If player is over max capcity, planks will be dropped on floor when unbarricading.
[FIX] Fixed Ctrl+A over collapsed inventory window prevents movement. (Issue 1164)
[FIX] Fixed "User Panel" "Admin Panel" etc button alignment
[FIX] Fixed IsoGridSquare.discard() not resetting haveElectricity / haveSheetRope.
[FIX] Fixed microwave looping sound not stopping sometimes in multiplayer.
[FIX] Fixed microwave timer sync in multiplayer.
[FIX] Fixed microwave sound not playing after loading a savegame if the microwave was already on.
[FIX] load() isn't called on the main thread so it shouldn't be trying to play audio.
[FIX] Typo Highlited -> Highlighted
[FIX] Fixed ZombieUpdatePacker exception. Seen when client was disconnecting.
[FIX] Fixed generators not marking squares as having electricty sometimes. When chunks near generators were loaded after the generator, squares on those chunks weren't getting the haveElectricty flag set.
[FIX] Fixed /card and /roll client command bugs with accessLevel.
[FIX] Fixed lua exception after disconnecting from server with accessLevel != none.
[FIX] Use equals() instead of startsWith() when checking server command names. (Issue 1168). Also changed handleClientCommand() to use the same argument-parsing code as handleServerCommand() (so quotes are optional in /changepwd).
[FIX] Fixed incorrect assert in ServerMap.init()
[FIX] Fixed server NullPointerException with ThunderStorm and zombified player.
[FIX] Fixed lua error after removing all entries from the server list. (Issue 1171)
[FIX] Fixed door locking/unlocking with keys in multiplayer. (Issue 1154)
[FIX] syncIsoObjectSend() was getting called before this.lockedByKey was changed.
[FIX] Fixed "NullPointer in BodyDamage breaks save"
[FIX] Corpses not being removed in mp
[FIX] lua error when selecting "spawn next to player X"
[FIX] Fixed sterilize bandages all only sterilizing one bandage
[FIX] Fixed no spawnpoint screen, new game loads current savefile.
[FIX] Fixed GameClient.ServerSpawnRegions not being cleared after disconnecting.
[FIX] Added WorldSelect UI to choose from multiple disjoint groups of maps.
[FIX] The new "SELECT WORLD" UI is displayed when there are enabled map mods whose maps don't join the game's (i.e., stand-alone maps).
[FIX] The new MapGroups class is responsible for putting each disjoint set of maps into a MapGroup. It also has methods for reporting map-overlap conflicts.
[FIX] ModOrderUI now only displays maps with conflicts to reduce confusion to the user. It is still possible for the number of conflicts listed to extend off the bottom of the ui, it needs fixing.
[FIX] Removed references to obsolete WorldScreen (now it's LoadGameScreen).
[FIX] Removed obsolete LastStandChallengeSelect.lua
[FIX] Removed West Point from the "Add an available map" combobox in the server-settings editor.
[FIX] Fixed default server spawnregions not including Riverside and Rosewood.
[FIX] ServerSettingsScreen do-nothing Lua fix.
[FIX] UI tweaks in MapSpawnSelect
[FIX] Fixed adding incorrect map coordinates in the Server Settings spawnpoint file editor.
[FIX] Fixed lua errors when adding mods and maps by name in the Server Settings editor.
[FIX] Fixed custom spawn regions not displaying in the Select Spawn Location screen
[FIX] The name of a spawn region was being treated as a map folder name, which isn't always the case, it's simply a human-readable label.
[FIX] Fixed setaccesslevel from server console/rcon not updating database.
[FIX] TYPO: Changed instances of "god mod" to "god mode"
[FIX] Fixed broken weapons sometimes not being marked broken after combat. (Issue 1206) This could happen with 2 hits in the same swing.
[FIX] Fixed allowing stacked crates to exceed wall height with 2x. (Issue 1208)
[FIX] Fixed IsoStove constructor adding to IsoCell.ProcessIsoObjects.
[FIX] GrabItemAction calls InventoryItem:setWorldItem(nil)
[FIX] Fixed some AlarmClock and rain-collecting-item issues.
[FIX] Fixed stopping an AlarmClock not being synced in mp.
[FIX] Fixed AlarmClock settings not changing on the server, only the clients.
[FIX] Fixed fridge/freezer works when moved outside a room before hydro shuts off. (Issue 1204)
[FIX] Dismantling a radio/walkie-talkie returns the battery and headphones. (Issue 1202)
[FIX] Fixed stash system modifying buildings after they had been visited.
[FIX] Fixed stash system not being reset after exiting a game and starting another.
[FIX] Fixed stash system exception exiting mp game after playing a sp game.
[FIX] Fixed non-working light in MP for other players after moving indoor or outdoor lamp.
[FIX] Fixed LightingJNI exception during startup before ChunkMap was created.
[FIX] Fixed IsoMetaChunk.removeZone() not removing reference to the removed zone.
[FIX] Fixed errors with Pasta created from a spice.
[FIX] Don't display savefile name in spawn-point ui in splitscreen.
[FIX] Pasta/Rice recipes not allowing any more items when creating the initial item from a spice.
[FIX] Fixed "Gode Mode" typo
[FIX] Use translated names when radio broadcasts increase a skill. (Issue 1118)
[FIX] Made perk columns as wide as needed in the Player Stats admin panel. (Issue 1147)
[FIX] Fixed spawn-with-player spawnpoints not working in splitscreen.
[FIX] Fixed ISTextBox bug with controller that broken splitscreen. (Issue 1106)
[FIX] Fixed lua error using the mousewheel to scroll through containers when the current container isn't in the list.
[FIX] Fixed position of two tickboxes in the options screen at 1280x720.
[FIX] Fixed corpses sometimes stay highlighted (again).
[FIX] Optimized rendering the inventory windows to reduce garbage creation.
[FIX] The load-game screen displays an indicator next to dead-player savefiles.
[FIX] Fixed "Continue" button showing the new-game screen for dead-player savefiles.
[FIX] Fixed not being able to enter a savefile name when there is only one spawn region.
[FIX] Fixed map screen not showing up when map is in the Loot Window.
[FIX] Fixed infinite icecream bug
[MODDING] OnZombieUpdate now triggers serverside, as well as clientside.

Patch 37.14 (26th May 2017) [Wndows and Linux only; macOS will be made available ASAP]
Full Changelog here - https://theindiestone.com/forums/index. ... uild-3714/

Patch 36.4 (24th January 2017)
New
Added DisplayName column in whitelist table in the database
Now dump the server's console into users/YOU/zomboid/server-console.txt
Added more zones to Rosewood and March Ridge for respawn/forage
Switched dll compiller to VS 2013 + rebuild all dll's (should no more require VCredist 2015 to work)
Items can now use the RequireInHandOrInventory properties (list, separated by /)
For now used only on Cigarettes which will require either a lighhter or matches
Added multi sprite objects to movables (max 4x4 grid)
Multi Sprite Movables:
Some multi sprite movables can appear as a single item and are added to inventory like the other movables (for example a 2 tile painting)
Most multi sprite movables however need to be broken down into parts. For example beds and big cabinets etc. They require a tool and when performing a 'pick up' action the object is broken down into several heavy parts, one part for each tile, which are spawned on ground.
The parts are named "Object name 1/2" etc.
Electrician will now start with create various radios recipes
Added tooltip on various Radios "Equip as primary or secondary item to operate radio."
Added a tradingUI for MP:
Right click a player, select "Trade" to open the new window.
Drag & drop items from your main inventory to your offer, once you're done click "Seal Offer"
When both player sealed their offer, you can click "Finalize Deal"
Added watering can to items that can be on ground & filled with rain water
Add a break sound when failing to fix an item
Added a mini scoreboard in the admin panel:
Little UI showing all players connected (self updating), right click any player to bring a context menu to either teleport to him, teleport him to you, make him invisible or enable godmode
[MODDERS] You can now override recipes, just make a new recipe with the same name than the one you want to override and add a Override:true.
[MODDERS] Added an "Obsolete:true" property to recipes, using this will make them not in game
Added an item editor for admins in MP:
Right click an item (not a stack of item!) and click "Edit Item" to access the new UI.
You can modify various properties like color, name, damage, range, hunger reduction, etc...
Large furniture placing now checks tiles on floor for parts, however atleast 1 part must be in inventory.
Radio items can be dropped on floor as item (when draggin them into container panel)
Added description to every server options for the ServerOptionsUI
Improve the "Invite Friends UI": added colors to friend's status, better sorting: online first, then busy/away, then offline, also added a name filtering.
Added a disclaimer on main screen to show what's new in the version (will be mostly used for public branch, but adding it here so translators can translate it to be ready for public)
Balance
Removed nightmares when sleeping in MP
Lowered water dispenser waterAmount from 400 to 250
Added nutrition values on home made bread dough
Made walk to timed actions still work for Fast Forward x1
Decreased time needed for food to create compost in the composter
Lowered the berries calories (mostly from 70 to 20)
Lowered the mushroom calories
Increase *3 rabbit nutrition values
Various increase in trapping animals nutrition
Lower the health regen when sleeping if you're starving.
Reduced the health loss done by starving.
Bug Fix
Fixed MaxAccountPerUser server option not working correctly
Removed moderators being able to alter the database in the dbviewer
Fixed bug with display name and factions
Players in faction will now have the updated list of players in their faction
Fixed a bug in the zone export making all the new zone non appears (need a new game)
Can now sterilize water mug using fire/oven
Boredom will increase way slower if you're reading (can still get bored after a while)
Changed movable item icons to reflect the actual object rather then category icons
Changed movable items can no longer be dropped on floors (other containers still possible)
Changed dragging movable item to world now activates the movable cursor for that item
Fixed tents not using the new sleeping code (didn't check if you were tired, etc.)
Crafted radios won't have battery inside it
Walk to action will be stopped if you fast forward (avoid anti-colision bug)
Fixed game crashing with option 'nosound'
Added missing "break sound" on some items
Another attempt to fix the non-stop ringing alarm clock
Fixed stuck mute volume bug for radio/tv's after chunk unload/reload
Fixed antique oven not working after move
Fixed bug that broke dismantling
Fixed certain cartboxes that werent being able to be placed on floor.
Fixed not being able to sleep with a controller
Fixed not being able to interact with player's made item with a controller (painting, barricading...)
Fixed not being able to interact with multi stage item with a controller
Fixed various bug on safehouses:
Being able to transfer a safehouse to someone who owns a safehouse
Owner wasn't taking in the "last time visited" calcul
Fixed composter respawning items
You now can't add frozen food to your evolved recipe
Fixed recipes using wrong Alarm Clock/Digital Watch
Fixed "SleepAllowed" server options not working for sleeping in tent
Fixed being able to upgrade wall without having the required materials
Fixed "Fruit Salad" being "Salad".
Fixed "Add" ingredient for evolved recipe being "From"
Fixed creating a new character keeping your previous traits for free.
Fixed translation errors in UI_EN.txt

Patch 34.28 (25 May 2016)
All-new double-sized textures.
Easy Co-op server hosting from in the game.
Double-sized Tilesets option for low-spec machines.
There's a new server-settings editor in-game.
Barricades are allowed on both sides of a door/window. For doors, barricades absorb all damage before the door takes any, to stop the door being destroyed before the barricades. For windows, a barricade absorbs damage only when it is between the attacker and the window. When removing a barricade, one plank at a time is removed.
Allow rain barrels to be moved.
Added SleepAllowed and SleepNeeded server options for multiplayer sleeping. Players may sleep at any time. When all players are asleep, the server clock speeds up. Players sleep until they wake themselves by aiming or moving. Players may wake other players. Zombie attacks also wake players.
Fireplaces work like campfires.
Wood stoves now work like campfires. They emit light, warm/dry the player, can be used for cooking, and don't require electricity.
See-through doors. Hang sheets on see-through doors.
Fixed walls and solid objects on the floor below blocking movement going up stairs.
Staircases may now be placed above another staircase.
Crates can now be moved with the furniture-moving commands. When building new crates, the height is chosen automatically (no need to use the R key). Currently, this allows stacking crates on top of tables as well, although that might change. Destroying crates lower in a stack should cause the higher crates to drop down.
Allow digging farm plots with a shovel.
The "levelup" sound only plays when a point may be spent. It plays in these 2 cases:
1) The player gained a point while already having enough XP for a new perk level.
2) The player gained enough XP for a new perk level, and already had a point to spend.
Added "Zoom Levels" checkboxes to the options so users can choose zoom levels.
Added "Pour into" submenu so you can choose what to transfer water into.
"Fill" is now a submenu of items that water can be transferred into instead of having separate menu items (when taking water from a sink, for example).
Smoke bomb changes:
No longer start fires in multiplayer.
Now work when fire is disabled in multiplayer.
No longer emit light.
Don't burn corpses.
Use a larger smoke sprite when first triggered.
Memory-leak fixes in multiplayer.
Bags now displayed on ground.
New community translations.

Patch 33.20 (03 February 2016)
this update fixes some issues with multiplayer compatibility between players
Support the software developers. If you like this game, BUY IT!
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Post by Jorgeapp »

Thanks for share bro :good:
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Post by jimmychan »

► ChangeLog v40.43
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Post by Masterwork1x »

The new build 41 beta was just released on GOG Galaxy, any chance we can get an update? :victory:
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Post by UglyBoi »

Im dying over here man, update?
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Post by vastyr »

UglyBoi, well start digging your grave, ADMIN is not around. :ahaha:
Any way according to gogdb offline installer (standalone) is still at v40.43.. https://www.gogdb.org/product/1453298883#downloads
GOG Galaxy (online client similar to Steam) is at v41.17b. For this you need to own the game, and have it installed via Galaxy.
► bypass gdrive download quota
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Post by Xannn »

vastyr wrote: 30 Oct 2019, 13:13 Any way according to gogdb offline installer (standalone) is still at v40.43.. https://www.gogdb.org/product/1453298883#downloads
GOG Galaxy (online client similar to Steam) is at v41.17b. For this you need to own the game, and have it installed via Galaxy.
Anyone who owns it could check if the Galaxy files can be run without the galaxy client running? (Like it happens with some unprotected Steam games that is)
If so, could those game files be shared here? (Not sure if they have account-bounded stuff in, as I haven't used Galaxy before).

Thanks in advance :)
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Post by Kikinaak »

Xannn wrote: 07 Feb 2020, 17:08 Anyone who owns it could check if the Galaxy files can be run without the galaxy client running?
I qualify, but would need guidance on how to do this. I've looked and cannot find where galaxy keeps its downloaded installers. Do I need to do anything special to stop it from nuking them after use?
AFAIK there is nothing in a gog installer that ever binds to ones account. They seem to find that concept as offensive as we do :)
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Post by Xannn »

Kikinaak wrote: 29 Feb 2020, 01:05 I've looked and cannot find where galaxy keeps its downloaded installers.
Sorry for the long delay, I have been without internet for a while.

In any case, as long as I know, GOG Galaxy acts as Steam, and downloads the raw files, so the only way to share it would be to pack the game's folder and share it, as it is usually done with Steam Games. But without any knowledge of how GOG Galaxy works, I don't know if it store any personal metadata in them (it shouldn't but the only way of testing is doing a checksum of the folder from two different people with the same version and see if it is the same output, as I think ProjectZomboid doesn't store preferences on it's main folder and does so in Documents folder instead).

Any relevant info from someone that knows Galaxy better could be greatly apprecaited too.

Last but not least, thanks for your offer, and again sorry for the time it took to answer.
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Post by 123Try »

Beta full offline installer (41.39) added to gog as standalone download.
https://www.gogdb.org/product/1453298883#downloads
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Post by Nighted »

Project Zomboid 41.78.16 (x64) (60900) GOG
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Post by Nighted »

Update ›› Project Zomboid 41.55 (64bit) (50426) GOG Beta
My RARs will now be using default forum PW. If you get a file that doesn't open use this: Nighted_|^.9kWU_Fn6p*_...t(-.-t)

Torrminatorr IRC: irc.zeronode.net/torrminatorr -or- KiwiIRC
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Post by Nighted »

Update ›› Project Zomboid 41.56 (64bit) (51046) GOG Beta
My RARs will now be using default forum PW. If you get a file that doesn't open use this: Nighted_|^.9kWU_Fn6p*_...t(-.-t)

Torrminatorr IRC: irc.zeronode.net/torrminatorr -or- KiwiIRC
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Post by ownstyle »

Can someone upload 41.65 build? Newest one thx.
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