Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
I added a table with earlier mentioned compatibilities from the comments section to the mod description. So there's a proper place to check compatibility
Wandering zombies should be compatible
Starving zombies has the same author and probably works similarly, so I assume it is ok. But I haven't explicitly looked at the code
Incompatibilities will most likely occur with mods that also change animations of zombies
The sliding you describe happens because I cannot use the current movement system, because the game overrides my inputs in most zombie states. So instead I use an older method that moves zombies without taking rotation into account.
The "sliding" technically happens always whenever the mod changes any movement, but probably is most noticable when zombies are nearby. For now the best suggestion I have for you is to turn off both "Intercept" behaviors in the sandbox options. This should reduce the sliding significantly
I have requested a fix for overridden movement. But whether it gets fixed and when I don't know.
In the future, given that it isn't fixed already, I will look into making an optional java mod to fix it.
I managed to reproduce the invisible zombies, but it doesn't seem to happen consistently. I'm not familiar how the split-screen works but it might be some kind of desync.
I moved all server files to the client for v2, as multiplayer doesn't exist in b42 atm anyway.
I'm not sure if this fixes the issue, but it's the only thing I can think of which might be the problem. Assuming this mod is is the cause of the issue