PAHANrus2 Posted April 20, 2025 Posted April 20, 2025 have the problem with Lewd models for Males, how to solve this?
BlaBla012345 Posted April 20, 2025 Author Posted April 20, 2025 2 hours ago, PAHANrus2 said: have the problem with Lewd models for Males, how to solve this? This is NOT my lewd models : because of the square feet and square hands. As you wrote, it is the 'Lewd models for Males' supplied with ZomboWin. BlaBla Lewd Models : (also works with the 'Lewd models for Males' supplied with ZomboWin) Quick answer : You can't fix that, and neither can I, without doing a huge amount of work. Long answer : One thing to understand is that the developers at TIS wanted to add content (specifically, pants and shoes) without having to spend thousands of hours on it. I'm not criticizing their choice; I even think it's pretty clever of them. So they wanted to add pants and shoes without having to create 3D objects. So what they did was simply repaint the characters' legs and feet with a texture that looks like pants fabric or shoe leather. You see ? Like body painting. For the base game character, it works perfectly because the character doesn't have a penis (whether male or female) and has square feet (whether male or female). So the player sees tight pants or a pair of shoes on their character and doesn't see the deception. Now the player downloads my Lewd Models and suddenly their character has a dick (for men) and feet with toes (whether male or female). And then the deception becomes visible : the texture of the pants only sticks to the dick and doesn't make it disappear. It's only when the character wears 3D pants that the dick disappears. Same goes for feet. So how can we fix this problem ? A quick and easy way : we only wear 3D pants or 3D shoes. The other way, which is neither quick nor easy, is to recreate 3D objects to replace ALL the models of pants or shoes, which are just textures. Personally, there's no way I'd do that : the work and the number of hours it requires is simply enormous. 3
PAHANrus2 Posted April 20, 2025 Posted April 20, 2025 1 hour ago, BlaBla012345 said: This is NOT my lewd models : because of the square feet and square hands. As you wrote, it is the 'Lewd models for Males' supplied with ZomboWin. BlaBla Lewd Models : (also works with the 'Lewd models for Males' supplied with ZomboWin) Quick answer : You can't fix that, and neither can I, without doing a huge amount of work. Long answer : One thing to understand is that the developers at TIS wanted to add content (specifically, pants and shoes) without having to spend thousands of hours on it. I'm not criticizing their choice; I even think it's pretty clever of them. So they wanted to add pants and shoes without having to create 3D objects. So what they did was simply repaint the characters' legs and feet with a texture that looks like pants fabric or shoe leather. ee ? Like body painting. For the base game character, it works perfectly because the character doesn't have a penis (whether male or female) and has square feet (whether male or female). So the player sees tight pants or a pair of shoes on their character and doesn't see the deception. Now the player downloads my Lewd Models and suddenly their character has a dick (for men) and feet with toes (whether male or female). And then the deception becomes visible : the texture of the pants only sticks to the dick and doesn't make it disappear. only when the character wears 3D pants that the dick disappears. for feet. So how can we fix this problem ? A quick and easy way : we only wear 3D pants or 3D shoes. The other way, which is neither quick nor easy, is to recreate 3D objects to replace ALL the models of pants or shoes, which are just textures. Personally, there's no way I'd do that : the work and the number of hours it requires is simply enormous. so... just not using blabla lewd mod?
BlaBla012345 Posted April 20, 2025 Author Posted April 20, 2025 (edited) The Bukkake system has entered its final phase. After a series of terrific tests 😨 for my 'guinea pig character', I can provide the following results : Practically everything works as planned, and the visuals are stunning ! ❣️ Whether after a single sex session or several, the character is gradually covered, and it's truly enjoyable to see ! There is still one bug, however, and possibly a feature that needs to be improved depending on the coders' availability. However, even if no one wants to fix it, the mod can still be released because these aren't problems that prevent the game from running. 1) The Debug mode bug... um, it's not clear when you say it like that. 🤔 Explanation : When using the keys to change the focus location, it works perfectly if you scroll from "Bukkake_FullBack" to "Bukkake_UpperThigh" or "Bukkake_UpperThigh" to "Bukkake_FullBack" Like that : The problem occurs when you try to scroll between "Bukkake_FullBack" and "Bukkake_UpperThigh" (in this direction) or between "Bukkake_UpperThigh" and "Bukkake_FullBack" (in this direction). Like that : Looping through the list, so to speak. That is, the code tries to 'go down' below the FullBack value 'go up' above the UpperThigh value This is related to line 82 return string.gsub(string.gsub(locationText, "Bukkake_", ""), "%d", "") The game gives the error code Exception thrown java.lang.RuntimeException: missing argument #1 to 'gsub' at KahluaUtil.getArg line:380. Callframe at: gsub function: formatBukkake -- file: ZomboWinDebugBukkake.lua line # 82 | MOD: ZomboWin AddOn function: testFunction -- file: ZomboWinDebugBukkake.lua line # 140 | MOD: ZomboWin AddOn or Callframe at: gsub function: formatBukkake -- file: ZomboWinDebugBukkake.lua line # 82 | MOD: ZomboWin AddOn function: testFunction -- file: ZomboWinDebugBukkake.lua line # 143 | MOD: ZomboWin AddOn Depending on whether you move up or down the list and which keyboard key you pressed. While the code behaves perfectly with only 3 locations for bukkake in the test version 2.0.2, it crashes with 20 locations for bukkake. I tried several fixes but without success. It should be noted that I tried with 10 layers per location (i.e., 10 images per location) and I didn't have this problem. With 20 images, it seems there's a problem. I checked the names and parameters several times, and I don't think I made a mistake anywhere. The proof is that the game displays all the images for each location, whether during tests with the debug code or during animations. There's nothing problematic anywhere other than this 'loop' between the "Bukkake_UpperThigh" and "Bukkake_FullBack" values. 2) The functionality to improve : It seems the RESET mode works, but not completely. That is, the Reset is done location by location and not globally. For example, what we would like to be able to do : We're covered in cum. We're taking a bath. We press the right CTRL key on our keyboard and the RESET is global. Of course, that would be great, but we can remove the whole mess piece by piece by selecting each location, switching to STATIC mode, and removing the layers one by one. So, if anyone don't have the time to modify this feature, we can still do without it. It's not a big deal. Here's version 2.0.3 ALPHA TEST. Remember that the animations aren't finished yet. Note : Misc layers work and appear very rarely (2% chance). This is on purpose. OBSOLETE ZomboWin AddOn 2.0.3 ALPHA TEST.zip Thank you for your attention and any feedback you may have. Edited April 23, 2025 by BlaBla012345 5
Timerz Posted April 21, 2025 Posted April 21, 2025 5 hours ago, BlaBla012345 said: There is still one bug, however, and possibly a feature that needs to be improved depending on the coders' availability. However, even if no one wants to fix it, the mod can still be released because these aren't problems that prevent the game from running. Well, I guess you're in luck, because this was a REALLY easy fix, wasting only 10 minutes TOPS. (The advantages of knowing your code) The silly problem was that I forgot to take into account that the number of locations and layers could be different, so the code was assuming there were 20 locations instead of just 10, so there it is, the reason for the errors. Also fixed some calculation errors in the static mode and modularized how the CUM in the player's body is cleaned (YEAH, IT WAS BUGGED TOO!); it was hardcoded to clean 3 layers, but now it takes into account how many layers there are, so it can take out the bukkake of the player's body as intended. I've attached the fix in this post; just replace ZomboWinDebugBukkake.lua in the mod's files. Also, one more thing I think you haven't noticed. The debug bukkake does have some public systems in place, like addCum(), removeCum(), and setCum(). YOU ACTUALLY CAN USE THEM. But as of now, I kind of don't recommend using them, as it will probably break how you implemented the bukkake. They also aren't randomized like the way you did, and that would require me to actually spend more time (which I cannot waste) coding and making it a proper feature. I estimate that in a couple of weeks I will be somewhat free enough to do that. But until then, this fix might just hold it all for now. HotFixxx.zip 5
redgiratina Posted April 23, 2025 Posted April 23, 2025 On 4/20/2025 at 11:02 AM, BlaBla012345 said: The Bukkake system has entered its final phase. After a series of terrific tests 😨 for my 'guinea pig character', I can provide the following results : Practically everything works as planned, and the visuals are stunning ! ❣️ Whether after a single sex session or several, the character is gradually covered, and it's truly enjoyable to see ! There is still one bug, however, and possibly a feature that needs to be improved depending on the coders' availability. However, even if no one wants to fix it, the mod can still be released because these aren't problems that prevent the game from running. 1) The Debug mode bug... um, it's not clear when you say it like that. 🤔 Explanation : When using the keys to change the focus location, it works perfectly if you scroll from "Bukkake_FullBack" to "Bukkake_UpperThigh" or "Bukkake_UpperThigh" to "Bukkake_FullBack" Like that : The problem occurs when you try to scroll between "Bukkake_FullBack" and "Bukkake_UpperThigh" (in this direction) or between "Bukkake_UpperThigh" and "Bukkake_FullBack" (in this direction). Like that : Looping through the list, so to speak. That is, the code tries to 'go down' below the FullBack value 'go up' above the UpperThigh value This is related to line 82 return string.gsub(string.gsub(locationText, "Bukkake_", ""), "%d", "") The game gives the error code Exception thrown java.lang.RuntimeException: missing argument #1 to 'gsub' at KahluaUtil.getArg line:380. Callframe at: gsub function: formatBukkake -- file: ZomboWinDebugBukkake.lua line # 82 | MOD: ZomboWin AddOn function: testFunction -- file: ZomboWinDebugBukkake.lua line # 140 | MOD: ZomboWin AddOn or Callframe at: gsub function: formatBukkake -- file: ZomboWinDebugBukkake.lua line # 82 | MOD: ZomboWin AddOn function: testFunction -- file: ZomboWinDebugBukkake.lua line # 143 | MOD: ZomboWin AddOn Depending on whether you move up or down the list and which keyboard key you pressed. While the code behaves perfectly with only 3 locations for bukkake in the test version 2.0.2, it crashes with 20 locations for bukkake. I tried several fixes but without success. It should be noted that I tried with 10 layers per location (i.e., 10 images per location) and I didn't have this problem. With 20 images, it seems there's a problem. I checked the names and parameters several times, and I don't think I made a mistake anywhere. The proof is that the game displays all the images for each location, whether during tests with the debug code or during animations. There's nothing problematic anywhere other than this 'loop' between the "Bukkake_UpperThigh" and "Bukkake_FullBack" values. 2) The functionality to improve : It seems the RESET mode works, but not completely. That is, the Reset is done location by location and not globally. For example, what we would like to be able to do : We're covered in cum. We're taking a bath. We press the right CTRL key on our keyboard and the RESET is global. Of course, that would be great, but we can remove the whole mess piece by piece by selecting each location, switching to STATIC mode, and removing the layers one by one. So, if anyone don't have the time to modify this feature, we can still do without it. It's not a big deal. Here's version 2.0.3 ALPHA TEST. Remember that the animations aren't finished yet. Note : Misc layers work and appear very rarely (2% chance). This is on purpose. ZomboWin AddOn 2.0.3 ALPHA TEST.zip 179.15 MB · 18 downloads Thank you for your attention and any feedback you may have. cuando dices bukake, es mas de un zombie? o me equivoco "blabla"
dsfsffsd Posted April 23, 2025 Posted April 23, 2025 Checking in on the project again and everything looks super cool so far. Regarding the issue with ghost mode, I completely forgot about how Ghost Mode removes sounds. Unfortunately that's the only method I know of that will properly make zombies ignore you. The only other two options I know of are setUseless and setZombiesDontAttack. setUseless basically just turns off the zombie AI. It means they won't attack you, but they won't do much of anything else either. The other solution is setZombiesDontAttack, which means zombies will still aggro on the player, but at least the player will have a chance to escape. I can write up some code for either method, it would probably be some logic of enabling either method for the duration of the animation, then disabling them some seconds after the animation ends. 1
BlaBla012345 Posted April 23, 2025 Author Posted April 23, 2025 (edited) Okay, another huge block of text ahead... 😨 Preliminary note : This is for ALL interested coders. 💗 Note to Timerz : I know you're not available right now, so IF you're available again in 2 or 3 weeks AND IF the topic of this post interests you, then don't hesitate to participate. In the meantime : take your time, there's no rush. I'm going to write the various points in chapters : Reflections and Analysis Semi-Success and Outline of a Solution Side Problem Chapter 1 - Reflections and Analysis Update regarding our character's escape after sex. Reflections : I'm putting this in spoiler mode; if you don't want to read it, it's not essential. Spoiler EVERY solution I've thought of so far has turned out to be a TOTAL failure. You know, it's been a long time since I last experienced this many failures in a row. The last time was after spending nearly two weeks trying to modify our character model to include a way to have group animations (3/4/5 characters at the same time = gangbang). It's when you get your hands dirty with this game that you realize why the devs seem so slow. It's such a mess, in the sense that there are thousands of parameters, that it makes any progress... complicated. For some time now, I've realized that developing a video game milestone like PZ is a real challenge : Respect to the devs. Analysis : I'm putting this in spoiler mode; if you don't want to read it, it's not essential. Spoiler I tried to modify the animations with something called 'translation data.' ZomboLewd was the creation of a genius who had the idea of replacing (masking) our character and the zombie with two 'ghost dummies'. If we understand how ZomboWin (which is nothing more than an improvement on ZomboLewd) works, as described above, then we understand that no matter what we do with the characters' translation data, our character won't move an inch. That's why the zombies around us always try to reach for the air. That's also why our character disappears from the screen when we activate invisibility : This is normal since our 'real character' was masked at the very beginning of the animation. So when we activate ghostmode, it's not a bug if our character disappears : it's the normal functioning of ZomboLewd. Chapter 2 - Semi-success and Outline of a Solution So what can we do to find a way to escape? We start the applyInvisibility feature at the very end of the animation. This way, we forget all the hassle _ of a character completely disappearing from the screen due to ZomboLewd's operation _ of our character blinking etc. So once the animation is finished, ZomboWin code is 'finished' and returns control to the base game code : From now on, you are invisible. So, we 'just' need to add a timer to the invisibility code to put the character back in GhostMode OFF. I wrote everything in the 2.0.4 code with lots of comments. OBSOLETE ZomboWin AddOn 2.0.4 ALPHA TEST.zip Details regarding the 2.0.4 code ...\Zomboid\mods\ZomboWin AddOn\media\lua\client\ZomboWin\ZomboWinAnimationAddonInvisibility.lua Normally here I have written everything necessary ...\Zomboid\mods\ZomboWin AddOn\media\AnimSets\player\actions\blabla_Acrobat_F.xml ...\Zomboid\mods\ZomboWin AddOn\media\AnimSets\player\actions\blabla_all_holes_filled_F.xml Here we forget the part <m_Transitions> It was a test that seems to have failed. The only important part is <m_Events> <m_EventName>AbilityInvisibilityStart</m_EventName> <m_Time>End</m_Time> <m_ParameterValue></m_ParameterValue> </m_Events> Note that <m_Time> accepts the values End and Start, while <m_TimePc> does not. https://projectzomboid.com/modding/zombie/core/skinnedmodel/advancedanimation/AnimEvent.html ...\Zomboid\mods\ZomboWin AddOn\media\lua\shared\ZomboWin\AnimationConfigs\blabla_Acrobat.lua ...\Zomboid\mods\ZomboWin AddOn\media\lua\shared\ZomboWin\AnimationConfigs\blabla_all_holes_filled.lua Same here, we forget the double stage = test failure I'll repost the timer link if needed : https://theindiestone.com/forums/index.php?/topic/23554-lua-timers-adding-repeatable-timers-with-less-then-10-minute-intervals/ On 4/23/2025 at 10:33 AM, dsfsffsd said: Checking in on the project again and everything looks super cool so far. Regarding the issue with ghost mode, I completely forgot about how Ghost Mode removes sounds. Unfortunately that's the only method I know of that will properly make zombies ignore you. The only other two options I know of are setUseless and setZombiesDontAttack. setUseless basically just turns off the zombie AI. It means they won't attack you, but they won't do much of anything else either. The other solution is setZombiesDontAttack, which means zombies will still aggro on the player, but at least the player will have a chance to escape. I can write up some code for either method, it would probably be some logic of enabling either method for the duration of the animation, then disabling them some seconds after the animation ends. I note with great interest your setZombiesDontAttack it would perhaps be better than Ghost because Ghost removes the sounds of our character. Actually, that's exactly what I would like. 🤩 On 4/23/2025 at 10:33 AM, dsfsffsd said: it would probably be some logic of enabling either method for the duration of the animation, then disabling them some seconds after the animation ends. This is what I tried to describe in ...\Zomboid\mods\ZomboWin AddOn\media\lua\client\ZomboWin\ZomboWinAnimationAddonInvisibility.lua Thought : I suggested that we could warn the player of the end of their 'escape period' with a number above their head, but that might not be useful. If we use setZombiesDontAttack, the player will always be chased by zombies, so they won't need a number to warn them of the end of their 'escape period'. Because the player will always be chased by zombies and will therefore simply think they're lucky not to be grabbed and suffer another defeat, when in reality they'll be under the influence of setZombiesDontAttack. It's only once the player no longer has setZombiesDontAttack and gets caught again that they'll understand that their escape period is over. Chapter 3 - Side Problem I couldn't use the stopSoundByName code to stop the SFXBackground sound that I had set to loop = true. ...\Zomboid\mods\ZomboWin AddOn\media\lua\client\ZomboWin\AnimationEvents\SFXBackgroundStop.lua and ...\Zomboid\mods\ZomboWin AddOn\media\lua\client\ZomboWin\ZomboWinAnimationAddonStopSound.lua The game tells me that function: null -- file: SFXBackgroundStop.lua line # 3 | MOD: ZomboWin AddOn function: animEvent -- file: ZomboWinAnimationHandler.lua line # 300 | MOD: ZomboWin Clarification : The start and end of the looping sound are located in the _M (male) version ...\Zomboid\mods\ZomboWin AddOn\media\AnimSets\player\actions\blabla_Acrobat_M.xml and ...\Zomboid\mods\ZomboWin AddOn\media\AnimSets\player\actions\blabla_all_holes_filled_M.xml If I need to stop the sounds in this particular 'Background' directory, it's because these sounds (currently there is only one) will be of a certain length, but these sounds must be applied randomly to all animations. Since the animations all have different durations, I can't create a specific version of the same 'Background' sound with a specific duration for each animation. Well... in absolute terms, yes, I could... But then we'd have 50 of the same sound, just with different durations. 50 of the same sound, with different durations, multiplied by y animations = a gigantic number of files, all with the same sound but different lengths = GBs of unitary files, ultimately. 🤯 As allways : Thanks ! Edited April 27, 2025 by BlaBla012345 Details 3
BlaBla012345 Posted April 23, 2025 Author Posted April 23, 2025 (edited) 4 hours ago, redgiratina said: cuando dices bukake, es mas de un zombie? o me equivoco "blabla" I don't really understand your question. "Bukkake" here is a generic term for a function. It refers to the Japanese term, of course. When the mod enters its public version, there will be very little cum applied to our character's skin per animation. Currently, in the alpha TEST version, I've only done TESTS. So, on the public release : _if our character has a single encounter, they receive 1 layer of cum (for 1 area only, or 2 maybe, it depends on the situation...) _if our character has multiple encounters, they will gradually be covered, like during a bukkake Edited April 23, 2025 by BlaBla012345 3
Transcendent Lala Posted April 23, 2025 Posted April 23, 2025 47 minutes ago, BlaBla012345 said: I don't really understand your question. "Bukkake" here is a generic term for a function. It refers to the Japanese term, of course. When the mod enters its public version, there will be very little cum applied to our character's skin per animation. Currently, in the alpha TEST version, I've only done TESTS. So, on the public release : _if our character has a single encounter, they receive 1 layer of cum (for 1 area only, or 2 maybe, it depends on the situation...) _if our character has multiple encounters, they will gradually be covered, like during a bukkake You are doing amazing work. I look forward to trying this out wen its out of Alpha Please keep up the amazing work
Irengduck Posted April 26, 2025 Posted April 26, 2025 after i installed addons, a few minutes into the game, the fps slowly drops to less than 10 fps, is there a solution to this problem?
BlaBla012345 Posted April 26, 2025 Author Posted April 26, 2025 3 hours ago, Irengduck said: after i installed addons, a few minutes into the game, the fps slowly drops to less than 10 fps, is there a solution to this problem? Load your game with ONLY the following mods, and in this order : Mod Manager https://steamcommunity.com/workshop/filedetails/?id=2694448564 ZomboWin ZomboWin Defeat ZomboWin AddOn There's little chance your game will drop below 10 fps after a few minutes... From there, look for the offending mod in your mod list. You'll just know that my mod isn't the culprit. There's also the possibility that your game has been going on for many months in-game and that you've removed or added mods in the meantime...
BlaBla012345 Posted April 26, 2025 Author Posted April 26, 2025 (edited) Okay... So, against all odds, I managed to solve the problem in Chapter 3 : The problem of stopping the background sound on demand. My thanks go to @Zikhad. I learned and, partially, understood some of the basics of Lua code. And after various trials and errors, the efforts finally paid off ! 🤩 I note, however, one point. I had an error 'attempted index: soundID of non-table' because the relative path "ZomboWin.ZomboWinAnimationAddonSFXBackgroundShared" with a period and not a / doesn't work. It's indeed a / that's required in the PZ-specific code. Anyway, by searching in other files, I achieved the unthinkable ! 😁 Now I just need to code the timer that will allow us to exit invisible mode (or setZombiesDontAttack mode). This is clearly a much higher level of difficulty, and I'm not sure I'll succeed on this one... If @dsfsffsd can help us code this timer, that would be great ! 😍 I'll try to see what I can do on my end. See you soon ! 🫡 Edited May 5, 2025 by BlaBla012345 Details 3
BlaBla012345 Posted April 26, 2025 Author Posted April 26, 2025 (edited) So after quite a few hours, I've 'almost' managed to create what I wanted !💥 We still need to find the correct duration values in the files ...\Zomboid\mods\ZomboWin AddOn\media\lua\shared\ZomboWin\AnimationConfigs\blabla_Acrobat.lua and ...\Zomboid\mods\ZomboWin AddOn\media\lua\shared\ZomboWin\AnimationConfigs\blabla_all_holes_filled.lua As well as the correct duration value in seconds on line 33 in ...\Zomboid\mods\ZomboWin AddOn\media\lua\client\ZomboWin\ZomboWinAnimationAddonEscape.lua But I suspect we'll need 'maybe ?' 🤔 Start the 'escapeTimerSet' AFTER the ZomboWin code has finished because our character disappears from the screen and is impossible to move. (This is normal behavior, given that I added line 7 <m_Looped>false</m_Looped> in all four .xml files.) If anyone would like to test the duration numbers to find the exact value that corresponds to the very end of the animations, that would be great. It's not complicated to do : Just change the two 'duration' values in the blabla_Acrobat.lua or blabla_all_holes_filled.lua files to the same value and find which one corresponds to the very end of the animation. It should be between a little over 4000 and less than 4500. To be sure, you can increase the value on line 33 of the ZomboWinAnimationAddonEscape.lua file to the value you want to ensure that the invisibility works. For example, currently set to 125 seconds (2 minutes and 5 seconds). You can increase it to... let's say 4 minutes, or 240 seconds. Thank you for your help and feedback, for those who will be testing. 🙏 OBSOLETE ZomboWin AddOn 2.0.5 ALPHA TEST.zip If that doesn't work, I'll have to 'take out' the ZomboWin timer and make it start with the PZ base game code so that our character remains visible on the screen and we can move around. We'll see. Thanks for the help. 💗 Clarification : setZombiesDontAttack is nil Either : This function does not exist in the public Lua API for Project Zomboid 41/42. This function is only available in certain special mods or internal contexts (e.g., server-specific or single-player actions). This function is replaced by another method. Edited May 5, 2025 by BlaBla012345 Details + Remove Obsolete Alpha 2
BlaBla012345 Posted April 27, 2025 Author Posted April 27, 2025 (edited) Last update before moving to (real) ALPHA phase. 1️⃣ I modified the frame rate in Blender. Previously, it was 60 fps because ZomboWin needs to run at 60 fps. Now, it's 30 fps because PZ's 'animation engine' runs at 30 fps. Result : the frame rate in Blender now exactly matches that of PZ's AnimationViewer. 2️⃣ The 'duration' field of animations, controlled by ZomboWin, corresponds to the following formula : duration = frames × 1.6 The correction was made to the two test animations, and the results seem conclusive : The animations stop exactly at the end of the animation, i.e., just after the value <m_Time>End</m_Time> is validated. This way, invisibility is enabled. 3️⃣ Invisibility has a value of 300 seconds, or 5 minutes of in-game time. This gives us just enough time to get a little further away from a group of zombies, even if our stamina is at 0. Version 2.0.5.1 ALPHA now marks the transition to ALPHA mode. OBSOLETE ZomboWin AddOn 2.0.5.1 ALPHA.zip This means that I ask you to conduct tests with groups of zombies, with bandits, with two zombies, inside or outside buildings, etc. Report any bugs to me, preferably with logs or a precise description so I can reproduce the problem. A sound that won't stop. Invisibility that won't activate. Etc. Thank you. Edited April 27, 2025 by BlaBla012345 2
LeBoy1999 Posted April 27, 2025 Posted April 27, 2025 Not sure why this happens. Maybe something happened in the textures?
BlaBla012345 Posted April 27, 2025 Author Posted April 27, 2025 1 hour ago, LeBoy1999 said: Not sure why this happens. Maybe something happened in the textures? Thanks for the feedback. This could be the 'textures' directory, the media\scripts\clothing\***.txt files, or the .xml files in the media\clothing\clothingItems\ directory. However, I just rechecked the contents of the supplied .zip file, and there don't seem to be any problems. I suggest deleting all 'ZomboWin AddOn' directories (if you have more than one) from your C:\Users\Your_Name\Zomboid\mods directory and unzipping version 2.0.5.1 again. You must not overwrite the old ZomboWin AddOn : be sure to delete the old directory. You must also not rename the old ZomboWin AddOn and leave it in the C:\Users\Your_Name\Zomboid\mods directory, as this could create a conflict. Also check that you have only activated ONE ZomboWin Add-On in your game and that the old one is no longer present at all. If this problem persists, check your console.txt file : there should be a line near the end of the file (at the very bottom) regarding a texture issue. This will normally be a problem with the texture path being incorrect.
Amazonico0 Posted April 27, 2025 Posted April 27, 2025 Hey, i just started playing with your alpha version, if im correct. and i see that some of the new animations are been performed at a very very slow rate. i don't know if this is intended, which i really think is not. I just downloaded all the files just now.
Amazonico0 Posted April 27, 2025 Posted April 27, 2025 2 minutes ago, Amazonico0 said: Hey, i just started playing with your alpha version, if im correct. and i see that some of the new animations are been performed at a very very slow rate. i don't know if this is intended, which i really think is not. I just downloaded all the files just now. Also the sound continues even after the interaction bar goes to full. is just going on loop right now.
BlaBla012345 Posted April 27, 2025 Author Posted April 27, 2025 (edited) Thanks for the feedback. 1 hour ago, Amazonico0 said: Hey, i just started playing with your alpha version, if im correct. and i see that some of the new animations are been performed at a very very slow rate. i don't know if this is intended, which i really think is not. These two test animations were created taking into account the length of the sounds, which are not yet implemented in this version. So, yes, the fact that the zombies/bandits appear to have a slow 'pounding' speed towards our female character is intentional. However I note, of course, that I need to create animations with faster body speeds to give more of an impression of brutal rape. I'll have to figure out how to manage the sounds so they don't overlap. 1 hour ago, Amazonico0 said: Also the sound continues even after the interaction bar goes to full. is just going on loop right now. For sounds that continue to loop : I'd like to know if, for some reason, the animation was interrupted before it finished ? Did you press the right mouse button + the space bar on your keyboard to stop the animation ? Did you press Esc on your keyboard ? Was there a bug that stopped the animation in progress ? Normally, if the animation ends without interruption, the sound should stop, but in the case of an interruption, as mentioned above, there is indeed a problem. I'm trying to create a security code to overcome this problem. If I succeed, I'll publish a new version. Edited April 27, 2025 by BlaBla012345 2
Amazonico0 Posted April 27, 2025 Posted April 27, 2025 3 minutes ago, BlaBla012345 said: Thanks for the feedback. These two test animations were created taking into account the length of the sounds, which are not yet implemented in this version. So, yes, the fact that the zombies/bandits appear to have a slow 'pounding' speed towards our female character is intentional. However I note, of course, that I need to create animations with faster body speeds to give more of an impression of brutal rape. I'll have to figure out how to manage the sounds so they don't overlap. For sounds that continue to loop : I'd like to know if, for some reason, the animation was interrupted before it finished ? Did you press the right mouse button + the space bar on your keyboard to stop the animation ? Did you press Esc on your keyboard ? Was there a bug that stopped the animation in progress ? Normally, if the animation ends without interruption, the sound should stop, but in the case of an interruption, as mentioned above, there is indeed a problem. I'm trying to create a security code to overcome this problem. If I succeed, I'll publish a new version. I did stop it sometimes with ESC, then i reloaded cuz the sound was way too annoying, then i let the animation finish and it was the same. Also the mod is only picking 1 or 2 sex animations, when spawning a comfort survivor you're not able to do sex actions, only blowjobs and it goes for the same one, the one when the male is taking the female by the throat and thrusting, the one where the female is on the floor. like a rough fellatio. it kept going for that one over and over. the bukakke stuff was endeed working. this might be intended cuz is the alpha version, but the lewd female sounds is currently not doing anything with the 2.0 version
Amazonico0 Posted April 27, 2025 Posted April 27, 2025 1 minute ago, Amazonico0 said: I did stop it sometimes with ESC, then i reloaded cuz the sound was way too annoying, then i let the animation finish and it was the same. Also the mod is only picking 1 or 2 sex animations, when spawning a comfort survivor you're not able to do sex actions, only blowjobs and it goes for the same one, the one when the male is taking the female by the throat and thrusting, the one where the female is on the floor. like a rough fellatio. it kept going for that one over and over. the bukakke stuff was endeed working. this might be intended cuz is the alpha version, but the lewd female sounds is currently not doing anything with the 2.0 version Oh also, the firts 2 masturbation options are also been performed very very slowly.
BlaBla012345 Posted April 27, 2025 Author Posted April 27, 2025 Thanks for the feedback. 1 hour ago, Amazonico0 said: I did stop it sometimes with ESC, then i reloaded cuz the sound was way too annoying, then i let the animation finish and it was the same. You're right, there was indeed a problem with the Background sounds looping indefinitely. I'm releasing a new version, 2.0.6, that fixes this issue. Now, ALL sounds will be stored in a table and will stop after an animation is interrupted or at the end of the animation. 1 hour ago, Amazonico0 said: Also the mod is only picking 1 or 2 sex animations, when spawning a comfort survivor you're not able to do sex actions, only blowjobs and it goes for the same one, the one when the male is taking the female by the throat and thrusting, the one where the female is on the floor. like a rough fellatio. it kept going for that one over and over. the bukakke stuff was endeed working. Regarding the number of animations : There are indeed only two animations in this ALPHA, and I still need to work on them because the alignment of the genitals (with the new version of Lewd Models, which I haven't released) isn't correct. The same goes for comfort survivors; they can only use the two existing animations. 1 hour ago, Amazonico0 said: this might be intended cuz is the alpha version, but the lewd female sounds is currently not doing anything with the 2.0 version Regarding the sounds : It's normal that there are almost none (two sounds per animation) because this is an ALPHA version. This will be improved later, of course. 1 hour ago, Amazonico0 said: Oh also, the firts 2 masturbation options are also been performed very very slowly. Regarding masturbation : I haven't touched any of this yet. These are just old animations of... average quality, let's say. 1
BlaBla012345 Posted April 27, 2025 Author Posted April 27, 2025 (edited) Version 2.0.6 ALPHA Fixed sounds playing in a loop and indefinitely. Now, ALL sounds will be stored in a table and will stop after an animation is interrupted or at the end of the animation. OBSOLETE ZomboWin AddOn 2.0.6 ALPHA.zip Edited May 6, 2025 by BlaBla012345 Details + Remove Obsolete Alpha 2
Amazonico0 Posted April 27, 2025 Posted April 27, 2025 Something testers should focus on? like i have no problem playing a lil bit testing shit out but i want to know what should i focus on
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