Project Zomboid

Project Zomboid

逃离肯塔基【B42】(枪械MOD)
Bug Report
I don't wanna flood the front page with 3 bugs and make the modpage look bad, I just wanna help so I thought I'd create this to be more supportive, if by any reason this doesn't help I'll gladly delete it
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正在显示第 1 - 15 条,共 19 条留言
cainaazevedoO 3 月 12 日 下午 8:37 
I'm Being a complete morron and picky as ♥♥♥♥, and this should be far from a priority, it's not at all a bug, but the 7.62 AEK is the AEK 973, the AEK 971 shoots 5.45

USP 45, on the MOD's inspect menu the holographic sight isn't alligned properly, and when equipping it, the gun's model on the character is on the right position, but all the attachments aren't
最后由 cainaazevedoO 编辑于; 3 月 12 日 下午 9:12
With this mod installed I'm also getting incompatibilities with other mods. It breaks the weapon status indicator on the hotbar and even more bizarre, Every weapon action, even just hitting the air or pushing leads to an error.
But as I said in the comments, the basic idea behind this mod is great. I gonna keep it on my watchlist for the stable release.
Beathoven 3 月 14 日 上午 2:05 
You just have to put weapon condition mod after this one. And I don't have these errors when you are describing.
`function: onAttack -- file: risky_inspect_set.lua line # 35 | MOD: EscapeFromKentucky42
java.lang.RuntimeException: Object tried to call nil in onAttack
at se.krka.kahlua.vm.KahluaUtil.fail(KahluaUtil.java:100)
at se.krka.kahlua.vm.KahluaThread.luaMainloop(KahluaThread.java:954)
at se.krka.kahlua.vm.KahluaThread.call(KahluaThread.java:173)
at se.krka.kahlua.vm.KahluaThread.pcall(KahluaThread.java:1963)
at se.krka.kahlua.vm.KahluaThread.pcallvoid(KahluaThread.java:1790)
at se.krka.kahlua.integration.LuaCaller.pcallvoid(LuaCaller.java:66)
at se.krka.kahlua.integration.LuaCaller.protectedCallVoid(LuaCaller.java:139)
at zombie.Lua.Event.trigger(Event.java:72)
at zombie.Lua.LuaEventManager.triggerEvent(LuaEventManager.java:364)
at zombie.ai.states.SwipeStatePlayer.enter(SwipeStatePlayer.java:246)
at zombie.ai.StateMachine.stateEnter(StateMachine.java:245)
at zombie.ai.StateMachine.changeRootState(StateMachine.java:93)
at zombie.ai.StateMachine.changeState(StateMachine.java:45)
at zombie.ai.StateMachine.changeState(StateMachine.java:34)
at zombie.characters.IsoGameCharacter.actionStateChanged(IsoGameCharacter.java:14650)
at zombie.characters.IsoPlayer.actionStateChanged(IsoPlayer.java:10259)
at zombie.characters.action.ActionContext.invokeAnyStateChangedEvents(ActionContext.java:623)
at zombie.characters.action.ActionContext.postUpdateInternal(ActionContext.java:99)
at zombie.characters.action.ActionContext.update(ActionContext.java:73)
at zombie.characters.IsoGameCharacter.postUpdateInternal(IsoGameCharacter.java:12465)
at zombie.characters.IsoGameCharacter.postupdate(IsoGameCharacter.java:12424)
at zombie.characters.IsoPlayer.postupdateInternal(IsoPlayer.java:4360)
at zombie.characters.IsoPlayer.postupdate(IsoPlayer.java:4352)
at zombie.MovingObjectUpdateSchedulerUpdateBucket.postupdate(MovingObjectUpdateSchedulerUpdateBucket.java:89)
at zombie.MovingObjectUpdateScheduler.postupdate(MovingObjectUpdateScheduler.java:180)
at zombie.iso.IsoWorld.updateWorld(IsoWorld.java:4165)
at zombie.iso.IsoWorld.updateInternal(IsoWorld.java:4272)
at zombie.iso.IsoWorld.update(IsoWorld.java:4186)
at zombie.gameStates.IngameState.updateInternal(IngameState.java:1811)
at zombie.gameStates.IngameState.update(IngameState.java:1507)
at zombie.gameStates.GameStateMachine.update(GameStateMachine.java:101)
at zombie.GameWindow.logic(GameWindow.java:388)
at zombie.GameWindow.frameStep(GameWindow.java:928)
at zombie.GameWindow.run_ez(GameWindow.java:821)
at zombie.GameWindow.mainThread(GameWindow.java:619)
at java.base/java.lang.Thread.run(Unknown Source)
`
当我进入游戏推僵尸时,就会报这个错,
北极芯 3 月 25 日 上午 2:44 
Callframe at: fromLua4
function: renderInventory -- file: risky_inspect_core.lua line # 564 | MOD: EscapeFromKentucky42
function: update -- file: risky_inspect_core.lua line # 68 | MOD: EscapeFromKentucky42

ERROR: General f:44078, t:1742895733231> ExceptionLogger.logException> Exception thrown
java.lang.reflect.InvocationTargetException at GeneratedMethodAccessor1702.invoke(null:-1).
Stack trace:
jdk.internal.reflect.GeneratedMethodAccessor1702.invoke(Unknown Source)
java.base/jdk.internal.reflect.DelegatingMethodAccessorImpl.invoke(Unknown Source)
java.base/java.lang.reflect.Method.invoke(Unknown Source)
se.krka.kahlua.integration.expose.caller.MethodCaller.call(MethodCaller.java:62)
se.krka.kahlua.integration.expose.LuaJavaInvoker.call(LuaJavaInvoker.java:211)
se.krka.kahlua.integration.expose.LuaJavaInvoker.call(LuaJavaInvoker.java:201)
se.krka.kahlua.vm.KahluaThread.callJava(KahluaThread.java:192)
se.krka.kahlua.vm.KahluaThread.luaMainloop(KahluaThread.java:988)
se.krka.kahlua.vm.KahluaThread.call(KahluaThread.java:173)
se.krka.kahlua.vm.KahluaThread.pcall(KahluaThread.java:1963)
se.krka.kahlua.vm.KahluaThread.pcallvoid(KahluaThread.java:1805)
se.krka.kahlua.integration.LuaCaller.pcallvoid(LuaCaller.java:38)
zombie.ui.UIElement.update(UIElement.java:2059)
zombie.ui.UIManager.updateUIElements(UIManager.java:1034)
zombie.ui.UIManager.update(UIManager.java:789)
zombie.GameWindow.logic(GameWindow.java:332)
zombie.GameWindow.frameStep(GameWindow.java:928)
zombie.GameWindow.run_ez(GameWindow.java:821)
zombie.GameWindow.mainThread(GameWindow.java:619)
java.base/java.lang.Thread.run(Unknown Source)
Caused by: java.lang.NullPointerException: scene object "Gunpart.null" not found
zombie.vehicles.UI3DScene.getSceneObjectById(UI3DScene.java:3682)
zombie.vehicles.UI3DScene.fromLua4(UI3DScene.java:5608)
... 20 more
Leahcim 4 月 21 日 下午 10:13 
`function: onAttack -- file: risky_inspect_set.lua line # 35 | MOD: EscapeFromKentucky42
`

`function: onAttack -- file: risky_inspect_set.lua line # 35 | MOD: EscapeFromKentucky42
java.lang.RuntimeException: Object tried to call nil in onAttack
at se.krka.kahlua.vm.KahluaUtil.fail(KahluaUtil.java:100)
at se.krka.kahlua.vm.KahluaThread.luaMainloop(KahluaThread.java:954)
at se.krka.kahlua.vm.KahluaThread.call(KahluaThread.java:173)
at se.krka.kahlua.vm.KahluaThread.pcall(KahluaThread.java:1963)
at se.krka.kahlua.vm.KahluaThread.pcallvoid(KahluaThread.java:1790)
at se.krka.kahlua.integration.LuaCaller.pcallvoid(LuaCaller.java:66)
at se.krka.kahlua.integration.LuaCaller.protectedCallVoid(LuaCaller.java:139)
at zombie.Lua.Event.trigger(Event.java:72)
at zombie.Lua.LuaEventManager.triggerEvent(LuaEventManager.java:364)
at zombie.ai.states.SwipeStatePlayer.enter(SwipeStatePlayer.java:246)
at zombie.ai.StateMachine.stateEnter(StateMachine.java:245)
at zombie.ai.StateMachine.changeRootState(StateMachine.java:93)
at zombie.ai.StateMachine.changeState(StateMachine.java:45)
at zombie.ai.StateMachine.changeState(StateMachine.java:34)
at zombie.characters.IsoGameCharacter.actionStateChanged(IsoGameCharacter.java:14661)
at zombie.characters.IsoPlayer.actionStateChanged(IsoPlayer.java:10259)
at zombie.characters.action.ActionContext.invokeAnyStateChangedEvents(ActionContext.java:623)
at zombie.characters.action.ActionContext.postUpdateInternal(ActionContext.java:99)
at zombie.characters.action.ActionContext.update(ActionContext.java:73)
at zombie.characters.IsoGameCharacter.postUpdateInternal(IsoGameCharacter.java:12476)
at zombie.characters.IsoGameCharacter.postupdate(IsoGameCharacter.java:12435)
at zombie.characters.IsoPlayer.postupdateInternal(IsoPlayer.java:4360)
at zombie.characters.IsoPlayer.postupdate(IsoPlayer.java:4352)
at zombie.MovingObjectUpdateSchedulerUpdateBucket.postupdate(MovingObjectUpdateSchedulerUpdateBucket.java:89)
at zombie.MovingObjectUpdateScheduler.postupdate(MovingObjectUpdateScheduler.java:180)
at zombie.iso.IsoWorld.updateWorld(IsoWorld.java:4171)
at zombie.iso.IsoWorld.updateInternal(IsoWorld.java:4278)
at zombie.iso.IsoWorld.update(IsoWorld.java:4192)
at zombie.gameStates.IngameState.updateInternal(IngameState.java:1811)
at zombie.gameStates.IngameState.update(IngameState.java:1507)
at zombie.gameStates.GameStateMachine.update(GameStateMachine.java:101)
at zombie.GameWindow.logic(GameWindow.java:388)
at zombie.GameWindow.frameStep(GameWindow.java:928)
at zombie.GameWindow.run_ez(GameWindow.java:821)
at zombie.GameWindow.mainThread(GameWindow.java:619)
at java.base/java.lang.Thread.run(Unknown Source)
`

`function: onAttack -- file: risky_inspect_set.lua line # 35 | MOD: EscapeFromKentucky42
java.lang.RuntimeException: Object tried to call nil in onAttack
at se.krka.kahlua.vm.KahluaUtil.fail(KahluaUtil.java:100)
at se.krka.kahlua.vm.KahluaThread.luaMainloop(KahluaThread.java:954)
at se.krka.kahlua.vm.KahluaThread.call(KahluaThread.java:173)
at se.krka.kahlua.vm.KahluaThread.pcall(KahluaThread.java:1963)
at se.krka.kahlua.vm.KahluaThread.pcallvoid(KahluaThread.java:1790)
at se.krka.kahlua.integration.LuaCaller.pcallvoid(LuaCaller.java:66)
at se.krka.kahlua.integration.LuaCaller.protectedCallVoid(LuaCaller.java:139)
at zombie.Lua.Event.trigger(Event.java:72)
at zombie.Lua.LuaEventManager.triggerEvent(LuaEventManager.java:364)
at zombie.ai.states.SwipeStatePlayer.enter(SwipeStatePlayer.java:246)
at zombie.ai.StateMachine.stateEnter(StateMachine.java:245)
at zombie.ai.StateMachine.ensureSubstateActive(StateMachine.java:127)
at zombie.ai.StateMachine.lambda$changeState$1(StateMachine.java:55)
at zombie.util.lambda.Consumers$Params1$CallbackStackItem.accept(Consumers.java:39)
at zombie.util.list.PZArrayUtil.forEach(PZArrayUtil.java:974)
at zombie.util.list.PZArrayUtil.forEach(PZArrayUtil.java:1000)
at zombie.ai.StateMachine.changeState(StateMachine.java:51)
at zombie.ai.StateMachine.changeState(StateMachine.java:34)
at zombie.characters.IsoGameCharacter.actionStateChanged(IsoGameCharacter.java:14661)
at zombie.characters.IsoPlayer.actionStateChanged(IsoPlayer.java:10259)
at zombie.characters.action.ActionContext.invokeAnyStateChangedEvents(ActionContext.java:623)
at zombie.characters.action.ActionContext.postUpdateInternal(ActionContext.java:99)
at zombie.characters.action.ActionContext.update(ActionContext.java:73)
at zombie.characters.IsoGameCharacter.postUpdateInternal(IsoGameCharacter.java:12476)
at zombie.characters.IsoGameCharacter.postupdate(IsoGameCharacter.java:12435)
at zombie.characters.IsoPlayer.postupdateInternal(IsoPlayer.java:4360)
at zombie.characters.IsoPlayer.postupdate(IsoPlayer.java:4352)
at zombie.MovingObjectUpdateSchedulerUpdateBucket.postupdate(MovingObjectUpdateSchedulerUpdateBucket.java:89)
at zombie.MovingObjectUpdateScheduler.postupdate(MovingObjectUpdateScheduler.java:180)
at zombie.iso.IsoWorld.updateWorld(IsoWorld.java:4171)
at zombie.iso.IsoWorld.updateInternal(IsoWorld.java:4278)
at zombie.iso.IsoWorld.update(IsoWorld.java:4192)
at zombie.gameStates.IngameState.updateInternal(IngameState.java:1811)
at zombie.gameStates.IngameState.update(IngameState.java:1507)
at zombie.gameStates.GameStateMachine.update(GameStateMachine.java:101)
at zombie.GameWindow.logic(GameWindow.java:388)
at zombie.GameWindow.frameStep(GameWindow.java:928)
at zombie.GameWindow.run_ez(GameWindow.java:821)
at zombie.GameWindow.mainThread(GameWindow.java:619)
at java.base/java.lang.Thread.run(Unknown Source)
`
Kirthas 7 月 17 日 下午 6:50 
B42版: 7.62弹鼓(100)的子弹数量有问题,只能装73发。
qkrdydzl 7 月 20 日 上午 9:08 
1. Damage Rollback Issue When Swapping Magazines on 5.56mm Rifles with Attached Parts

There is an issue with 5.56mm firearms such as the AEK-971, AN-94, HK416, and AK12 where changing the magazine type causes the weapon's damage to rollback. If all attachments are removed in this state, the damage can even drop into negative values.
This was confirmed using the "Show Weapon Status Plus" mod to monitor weapon stats including damage.

If the magazine is reset to a 30-round mag, the weapon reverts to its pre-attachment base damage, and reattaching parts afterwards correctly applies the stat bonuses.
However, after quitting and restarting the game, the issue reappears consistently.

This issue does not occur with 7.62mm (.306) caliber weapons. The behavior with .223 or 8.6mm calibers has not yet been tested.

Reproduction Steps:

1. Attach damage-enhancing parts (e.g., Ceramic Barrel) to a 5.56mm firearm such as the AK12 or AN-94 in the weapon inspection window.

2. Confirm increased stats using "Show Weapon Status Plus".

3. Exit the game.

4. Reload the game.

5. The weapon's stats revert to pre-modification values.

6. Remove all attachments → base weapon damage decreases by the value of the previous attachment bonuses.

Workaround:
7. In the inspection window, change the magazine type to 60-round or 100-round.

8. Weapon damage returns to normal base values.

9. Reattach all parts.

10. Confirm that all stats now apply correctly.

Steps 1–6 can be consistently reproduced every time the game is restarted.

2. Attachment Position Slider Locked at 0.04 Increments
The position adjustment slider for attachments is currently limited to a minimum step size of 0.04, which prevents more precise alignment.
It would be greatly appreciated if the slider could support finer adjustments such as 0.01 or smaller increments for more detailed customization.

3. Incorrect Ammunition Labeling for AK12 and AN94
The AK12 and AN94 in the mod are labeled as using 7.62mm ammunition,
but in reality, these weapons are designed for 5.56mm or 5.45mm rounds.
This appears to be a labeling error and may cause confusion regarding compatible ammunition types.
最后由 qkrdydzl 编辑于; 7 月 20 日 上午 9:10
安装 Advanced Trajectory's Realistic Overhaul高级弹道后 武器安装增加射程的配件 射击 右下角疯狂报错
qkrdydzl 8 月 9 日 上午 10:31 
你好,我是从 42.08 版本开始一直使用你的模组的人。
在使用 EFK42 的过程中,我修复了一些一直存在的小问题。
遗憾的是,由于我技术有限,还有一些残留的 Bug。
希望你能在下次更新时考虑加入这些修复。
如果你需要我修改过的文件,请 @ 我。

已修复问题:

1) 修复了游戏重新进入时零件属性会被初始化的问题

2) 修复了安装或拆卸零件时无法立即刷新零件属性的问题

3) 修复了安装零件后更换弹匣类型时零件属性被初始化的问题

4) 修复了更换弹匣类型时出现的报错问题

剩余问题:

1) 更换弹匣类型时,需要多次点击才能取下并刷新弹匣

2) 更换弹匣类型后,按 R 键无法重新装填,需要通过右键武器选择“安装弹匣”才能正常装填

3) 更换成鼓式弹匣后,武器检查 UI 中能看到鼓式弹匣,但角色手持武器的 3D 模型中看不到鼓式弹匣

-----------------------------------------------------------------------------------------------------------------------

Hello, I have been using your mod since version 42.08.
While using EFK42, I fixed several small issues that occurred repeatedly.
Unfortunately, due to my limited skills, there are still some remaining bugs.
I hope you can include these fixes in your next update.
If you need the modified files, please @ me.

Fixed Issues:

1) Fixed an issue where weapon part stats would reset when re-entering the game.

2) Fixed an issue where weapon part stats would not update immediately after attaching or detaching a part.

3) Fixed an issue where changing magazine type with a part attached would reset the part stats.

4) Fixed an error that occurred when changing magazine types.

Remaining Bugs:

1) When changing magazine types, you need to click multiple times before the magazine is removed and refreshed.

2) After changing magazine types, reloading with the R key doesn’t work — you must right-click the weapon and select “Install Magazine” to reload properly.

3) When switching to a drum magazine, it is visible in the weapon check UI but does not appear on the weapon’s 3D model held by the character.
`Callframe at: se.krka.kahlua.integration.expose.MultiLuaJavaInvoker@1a99f149
function: CheckAdd -- file: WeaponPartSort.lua line # 10 | MOD: EscapeFromKentucky42
`
`java.lang.reflect.InvocationTargetException
at jdk.internal.reflect.GeneratedMethodAccessor15.invoke(Unknown Source)
at java.base/jdk.internal.reflect.DelegatingMethodAccessorImpl.invoke(Unknown Source)
at java.base/java.lang.reflect.Method.invoke(Unknown Source)
at se.krka.kahlua.integration.expose.caller.MethodCaller.call(MethodCaller.java:62)
at se.krka.kahlua.integration.expose.LuaJavaInvoker.call(LuaJavaInvoker.java:211)
at se.krka.kahlua.integration.expose.MultiLuaJavaInvoker.call(MultiLuaJavaInvoker.java:70)
at se.krka.kahlua.vm.KahluaThread.callJava(KahluaThread.java:191)
at se.krka.kahlua.vm.KahluaThread.luaMainloop(KahluaThread.java:851)
at se.krka.kahlua.vm.KahluaThread.call(KahluaThread.java:174)
at se.krka.kahlua.vm.KahluaThread.pcall(KahluaThread.java:1826)
at se.krka.kahlua.vm.KahluaThread.pcallvoid(KahluaThread.java:1653)
at se.krka.kahlua.integration.LuaCaller.pcallvoid(LuaCaller.java:66)
at se.krka.kahlua.integration.LuaCaller.protectedCallVoid(LuaCaller.java:139)
at zombie.Lua.Event.trigger(Event.java:72)
at zombie.Lua.LuaEventManager.triggerEvent(LuaEventManager.java:281)
at zombie.core.Core.ResetLua(Core.java:5054)
at java.base/jdk.internal.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
at java.base/jdk.internal.reflect.NativeMethodAccessorImpl.invoke(Unknown Source)
at java.base/jdk.internal.reflect.DelegatingMethodAccessorImpl.invoke(Unknown Source)
at java.base/java.lang.reflect.Method.invoke(Unknown Source)
at se.krka.kahlua.integration.expose.caller.MethodCaller.call(MethodCaller.java:62)
at se.krka.kahlua.integration.expose.LuaJavaInvoker.call(LuaJavaInvoker.java:211)
at se.krka.kahlua.integration.expose.MultiLuaJavaInvoker.call(MultiLuaJavaInvoker.java:70)
at se.krka.kahlua.vm.KahluaThread.callJava(KahluaThread.java:191)
at se.krka.kahlua.vm.KahluaThread.luaMainloop(KahluaThread.java:851)
at se.krka.kahlua.vm.KahluaThread.call(KahluaThread.java:174)
at se.krka.kahlua.vm.KahluaThread.pcall(KahluaThread.java:1826)
at se.krka.kahlua.vm.KahluaThread.pcallBoolean(KahluaThread.java:1765)
at se.krka.kahlua.integration.LuaCaller.protectedCallBoolean(LuaCaller.java:104)
at zombie.ui.UIElement.onMouseUp(UIElement.java:1638)
at zombie.ui.UIElement.onMouseUp(UIElement.java:1593)
at zombie.ui.UIElement.onMouseUp(UIElement.java:1593)
at zombie.ui.UIElement.onConsumeMouseButtonUp(UIElement.java:1700)
at zombie.ui.UIManager.updateMouseButtons(UIManager.java:866)
at zombie.ui.UIManager.update(UIManager.java:725)
at zombie.GameWindow.logic(GameWindow.java:326)
at zombie.GameWindow.frameStep(GameWindow.java:916)
at zombie.GameWindow.mainThreadStep(GameWindow.java:642)
at zombie.MainThread.mainLoop(MainThread.java:76)
at java.base/java.lang.Thread.run(Unknown Source)
Caused by: java.lang.NullPointerException: Cannot read field "coveredParts" because "<local3>" is null
at zombie.characterTextures.BloodClothingType.getCoveredParts(BloodClothingType.java:107)
at zombie.characterTextures.BloodClothingType.calcTotalBloodLevel(BloodClothingType.java:562)
at zombie.inventory.InventoryItem.synchWithVisual(InventoryItem.java:2494)
at zombie.scripting.objects.Item.InstanceItem(Item.java:2218)
at zombie.inventory.InventoryItemFactory.createItemInternal(InventoryItemFactory.java:140)
at zombie.inventory.InventoryItemFactory.CreateItem(InventoryItemFactory.java:72)
at zombie.inventory.InventoryItemFactory.CreateItem(InventoryItemFactory.java:45)
at zombie.inventory.InventoryItemFactory.CreateItem(InventoryItemFactory.java:21)
at zombie.Lua.LuaManager$GlobalObject.instanceItem(LuaManager.java:4519)
... 40 more
`
Spektrum 9 月 4 日 下午 7:09 
I've noticed a few people had some error logs coming from line #35 and I managed to make a fix, though you have to do it manually to make it work.

First head to:
C:\Program Files (x86)\Steam\steamapps\workshop\content\108600\3439877834\mods\Escape from Kentucky\42\media\lua\client\UI\risky_inspect_set.lua

Backup the file first before editing it!

Then head over to line #35-ish and you should see the following lines:

Events.OnFillInventoryObjectContextMenu.Add(riskyUI.createInventoryMenuEntry)
riskyUI.onAttack = function(_character, _weapon)
if riskyInspectWindow ~= nil and riskyInspectWindow:getIsVisible() then
riskyInspectWindow:close()
riskyInspectWindow = nil
end
end

You have to edit a few lines and add some arguments / nil checks / safe-hooks. It should look something like this:

Events.OnFillInventoryObjectContextMenu.Add(riskyUI.createInventoryMenuEntry)
riskyUI.onAttack = function(attacker, target, weapon, damage)
if not _weapon then
return
end
if riskyInspectWindow ~= nil and riskyInspectWindow:getIsVisible() then
riskyInspectWindow:close()
riskyInspectWindow = nil
end
end
Events.OnWeaponHitCharacter.Add(riskyUI.onAttack)

After editing the code just save it and hop into PZ, it should work just fine.
BillyMiller 9 月 10 日 下午 1:23 
I want to ask you to fix a bug with the SVD, which is that when a silencer is attached to the SVD rifle, the silencer ends up levitating at the muzzle of the SVD, but it is not attached to the silencer. This bug has been present for about a month. Please fix this bug. I love the SVD rifle, but I can't play with it without a silencerI want to ask you to fix a bug with the SVD, which is that when a silencer is attached to the SVD rifle, the silencer ends up levitating at the muzzle of the SVD, but it is not attached to the silencer. This bug has been present for about a month. Please fix this bug. I love the SVD rifle, but I can't play with it without a silencer
Mudwiggle99 9 月 26 日 下午 8:01 
None of the guns are showing up except for five but they are missing when i equip them
Beathoven 10 月 1 日 上午 6:37 
Shooting with the Scar

ERROR: General f:1948, t:1759325767862> ExceptionLogger.logException> Exception thrown
java.lang.NullPointerException: Cannot invoke "zombie.scripting.objects.ModelKey.toString()" because the return value of "zombie.inventory.types.HandWeapon.getMuzzleFlashModelKey()" is null at EffectsManager$ModelInstanceEffect.init(EffectsManager.java:46).
Stack trace:
zombie.EffectsManager$ModelInstanceEffect.init(EffectsManager.java:46)
zombie.EffectsManager.startMuzzleFlash(EffectsManager.java:100)
zombie.CombatManager.attackCollisionCheck(CombatManager.java:1367)
zombie.ai.states.SwipeStatePlayer.OnAnimEvent_AttackCollisionCheck(SwipeStatePlayer.java:367)
zombie.core.skinnedmodel.advancedanimation.events.AnimEventListenerWrapperNoTrackEnum.animEvent(AnimEventListenerWrapperNoTrackEnum.java:31)
zombie.core.skinnedmodel.advancedanimation.events.AnimEventListenerWrapperNoTrackEnum.animEvent(AnimEventListenerWrapperNoTrackEnum.java:25)
zombie.core.skinnedmodel.advancedanimation.events.AnimEventBroadcaster.animEvent(AnimEventBroadcaster.java:106)
zombie.ai.State.animEvent(State.java:48)
zombie.ai.StateMachine.lambda$stateAnimEvent$4(StateMachine.java:310)
zombie.util.lambda.Consumers$Params4$CallbackStackItem.accept(Consumers.java:210)
zombie.util.list.PZArrayUtil.forEach(PZArrayUtil.java:1110)
zombie.util.Lambda.lambda$forEachFrom$7(Lambda.java:307)
zombie.util.lambda.Stacks$Params7$CallbackStackItem.invoke(Stacks.java:487)
zombie.util.lambda.Stacks$GenericStack.invokeAndRelease(Stacks.java:26)
zombie.util.Lambda.capture(Lambda.java:164)
zombie.util.Lambda.forEachFrom(Lambda.java:304)
zombie.ai.StateMachine.stateAnimEvent(StateMachine.java:306)
zombie.characters.IsoGameCharacter.OnAnimEvent(IsoGameCharacter.java:4754)
zombie.characters.IsoPlayer.OnAnimEvent(IsoPlayer.java:9227)
zombie.core.skinnedmodel.advancedanimation.AdvancedAnimator.invokeAnimEvent(AdvancedAnimator.java:310)
zombie.core.skinnedmodel.advancedanimation.AdvancedAnimator.OnAnimEvent(AdvancedAnimator.java:302)
zombie.core.skinnedmodel.advancedanimation.AnimLayer.invokeAnimEvent(AnimLayer.java:287)
zombie.core.skinnedmodel.advancedanimation.AnimLayer.updateInternal(AnimLayer.java:597)
zombie.core.skinnedmodel.advancedanimation.AnimLayer.Update(AnimLayer.java:476)
zombie.core.skinnedmodel.advancedanimation.SubLayerSlot.update(SubLayerSlot.java:40)
zombie.core.skinnedmodel.advancedanimation.AdvancedAnimator.updateInternal(AdvancedAnimator.java:565)
zombie.core.skinnedmodel.advancedanimation.AdvancedAnimator.update(AdvancedAnimator.java:513)
zombie.characters.IsoGameCharacter.postUpdateInternal(IsoGameCharacter.java:13187)
zombie.characters.IsoGameCharacter.postupdate(IsoGameCharacter.java:13119)
zombie.characters.IsoPlayer.postupdateInternal(IsoPlayer.java:3788)
zombie.characters.IsoPlayer.postupdate(IsoPlayer.java:3781)
zombie.MovingObjectUpdateSchedulerUpdateBucket.postupdate(MovingObjectUpdateSchedulerUpdateBucket.java:89)
zombie.MovingObjectUpdateScheduler.postupdate(MovingObjectUpdateScheduler.java:180)
zombie.iso.IsoWorld.updateWorld(IsoWorld.java:4216)
zombie.iso.IsoWorld.updateInternal(IsoWorld.java:4323)
zombie.iso.IsoWorld.update(IsoWorld.java:4237)
zombie.gameStates.IngameState.updateInternal(IngameState.java:1700)
zombie.gameStates.IngameState.update(IngameState.java:1465)
zombie.gameStates.GameStateMachine.update(GameStateMachine.java:87)
zombie.GameWindow.logic(GameWindow.java:386)
zombie.GameWindow.frameStep(GameWindow.java:923)
zombie.GameWindow.mainThreadStep(GameWindow.java:647)
zombie.MainThread.mainLoop(MainThread.java:76)
java.base/java.lang.Thread.run(Unknown Source)
LOG : General f:1948, t:1759325775834> Saving worldgen params
ERROR: General f:1948, t:1759325775854> ExceptionLogger.logException> Exception thrown
java.lang.NullPointerException: Cannot invoke "String.contains(java.lang.CharSequence)" because "<parameter1>" is null at ScriptBucketCollection.getScript(ScriptBucketCollection.java:69).
Stack trace:
zombie.scripting.ScriptBucketCollection.getScript(ScriptBucketCollection.java:69)
zombie.scripting.ScriptManager.getModelScript(ScriptManager.java:384)
zombie.core.skinnedmodel.ModelManager.getLoadedModel(ModelManager.java:1954)
zombie.EffectsManager.initMuzzleFlashModel(EffectsManager.java:139)
zombie.core.skinnedmodel.model.ModelSlotRenderData.initModelInst(ModelSlotRenderData.java:248)
zombie.core.skinnedmodel.model.ModelSlotRenderData.initModel(ModelSlotRenderData.java:156)
zombie.core.textures.TextureDraw.drawModel(TextureDraw.java:302)
zombie.core.sprite.GenericSpriteRenderState.drawModel(GenericSpriteRenderState.java:1297)
zombie.core.SpriteRenderer.drawModel(SpriteRenderer.java:94)
zombie.iso.sprite.IsoSprite.renderActiveModel(IsoSprite.java:1949)
zombie.characters.IsoGameCharacter.render(IsoGameCharacter.java:8038)
zombie.characters.IsoPlayer.render(IsoPlayer.java:1866)
zombie.iso.fboRenderChunk.FBORenderCell.performRenderTiles(FBORenderCell.java:1512)
zombie.iso.fboRenderChunk.FBORenderCell.renderTilesInternal(FBORenderCell.java:608)
zombie.iso.fboRenderChunk.FBORenderCell.RenderTiles(FBORenderCell.java:435)
zombie.iso.fboRenderChunk.FBORenderCell.renderInternal(FBORenderCell.java:385)
zombie.iso.IsoCell.render(IsoCell.java:4825)
zombie.iso.IsoWorld.renderInternal(IsoWorld.java:3879)
zombie.iso.IsoWorld.render(IsoWorld.java:3842)
zombie.savefile.SavefileThumbnail.renderWorld(SavefileThumbnail.java:185)
zombie.savefile.SavefileThumbnail.create(SavefileThumbnail.java:146)
zombie.savefile.SavefileThumbnail.create(SavefileThumbnail.java:128)
zombie.GameWindow.save(GameWindow.java:1467)
zombie.gameStates.IngameState.updateInternal(IngameState.java:1781)
zombie.gameStates.IngameState.update(IngameState.java:1465)
zombie.gameStates.GameStateMachine.update(GameStateMachine.java:87)
zombie.GameWindow.logic(GameWindow.java:386)
zombie.GameWindow.frameStep(GameWindow.java:923)
zombie.GameWindow.mainThreadStep(GameWindow.java:647)
zombie.MainThread.mainLoop(MainThread.java:76)
java.base/java.lang.Thread.run(Unknown Source)
最后由 Beathoven 编辑于; 10 月 1 日 上午 6:39
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