Project Zomboid

Project Zomboid

PZKVLC Animated
47 Comments
goongys 4 hours ago 
the dash intruder has the rear right wheel missing even though its there in mp and single player b41
BeardedDepression 6 Jul @ 12:44pm 
I made a typo in my report - i meant to say that the trunk opens with the entire upper half, rather than the trunk segment between the lines - not the hood. apologies.
BeardedDepression 6 Jul @ 12:40pm 
Ah, yeah. i am on b42. My bad for not clarifying
Hilvon  [author] 6 Jul @ 12:28pm 
@BeardedDepression Thank you for the report. Based on metion of meade sherif I assume you are using buld 42 version. I will have a look into it ASAP and try to add fixes to the cleanup patch I am planning to roll in for build 41 soon-ish.
BeardedDepression 6 Jul @ 12:18pm 
Hey dude i get this is a work in progress and all but, just a couple things you might wanna be aware of : the cerise93 and cerise93 wagon seem to have unusually bright interiors, there also seems to be holes in the body above the taillights, and the hood opens with the top of the rear fenders on the sedan, rather than the actual trunk segment (where the lines for the trunk are) which makes the whole upper half of the back of the car open and it looks a little strange. There's also dark triangles on each front fender near the headlight, most noticable on the Cerise93 meade sheriff variant. Hope this helps!
Hilvon  [author] 6 Jul @ 11:40am 
The 41 update got pushed earlier today.
Unfortunatelly after throrugh testing (aka using debug to spawn every single vehicle on the list) some issues were discovered. Most notably with Cheaviler Laser / Franklin Galloper police variants and long van CUCV.
I am working on fixing those issues and believe I squased most of them by now, so in a few hours another hotfix is inbound for Workshop.
Also in build 42 version there is now an experimental feature.
Dash Noble has animated fold up headlights. At present there is a possible problem with lights being missing when the vehicle first loads. But after you flick lights on/off or return to vehicle after it was loaded once - the problem does not persist. I am researching ways to fix the issue entirely and when I beat it I will look into sharing this with other cars that have fold up headlights like Vanilla Cosette. Fingers crossed.
Hilvon  [author] 5 Jul @ 2:43pm 
And heads up - another update is coming - probably in the next 12-16 hours.
Basically it will synchronise progress with 41 version, so it would go up from circa 30% it was before to circa 60%. Basically any vehicle that was animated in 42 version will have their equivalents animated in 41.

And I kind of tested the non animated spawn supression submod (ran a world with maxed out vehicle spawn, ran around parking lots trying to find a non animated spawned car and didn't.
But - just because I foresee the question - I am only able to roll out this non animated spawn supressor rather quickly - because it is able to directly ask my animation mod about specific vehicle IDs. I would NOT be able to make a mod that takes other partially animated car collections and root out nonanimated parts of them with that mod.
Hilvon  [author] 5 Jul @ 7:06am 
Pushed an update. Currently all changes are to 42 virsion only.
Added a submod to disable vehicles from PZK pack that are not animated. I have tested the game starts with it, but I did not test if it works as intended yet. So use at your own risk and plase report bugs.
lemar 4 Jul @ 10:49am 
Brilliant work
Hilvon  [author] 1 Jul @ 1:33am 
@Ryan https://www.twitch.tv/hilvon1984
And thank you for reminding - I probably should add it to the description.
Ryan 30 Jun @ 2:47pm 
what's your channel name?
Hilvon  [author] 29 Jun @ 12:22am 
@Hy I am still going. No stream(s) this week because I am away from my main workstation. I will have extra streams on Friday though.

Also I really should try to push an update sometime. Though that would require some work syncing 41 version with 42 progress. Maybe that (and the submod to filter non animated vehicles out of the distributions pool) would be tha focus of the Friday stream.
Hy 28 Jun @ 12:50pm 
Plz keep goin'
I really love your work!
Logiccccccccccc 27 Jun @ 12:25pm 
that would be great!
Ryan 26 Jun @ 12:11pm 
Me happy :)
Hilvon  [author] 25 Jun @ 12:01am 
@Ryan I wasn't planning to. But I guess I can make this a thing.
Ryan 24 Jun @ 3:25am 
@Hilvon I'll ask the better question would you please make a mod / make additions to this mod for the option to spawn only the animated ones or all the cars.
Hilvon  [author] 23 Jun @ 11:23pm 
@Logiccccccccccc Technically... if you make a mod that overrides the vehicle distributions lua from PZK with its copy that comments out all the vehicles except the ones that were animated - this could be doable.
But right now - no.
Logiccccccccccc 23 Jun @ 6:17pm 
its possible to only spawn the animated ones?
Hilvon  [author] 16 Jun @ 4:30am 
@Ryan ard to tell. I'm working on it for 7-8 months now. With optimistic estimation of 60% progress by vehicle count that puts me around Christmas for completion. Probably around the same time 42 goes stable...

But there are a lot of unknowns in this equadion. For example I have processed most of vehicles that use same models and the remaining will be one model for one vehicle ID. Which makes it more modelling intensive but less coding intensive. And who knows how that would affect progress rate.

Also that linear timeliness estimate fails to account for two instances of me deciding to venture into a massive refactoring spree that forced me to process same vehicles twice or three times by now.
Ryan 16 Jun @ 2:35am 
when is the expected time for this to be fully done? No rush just give me a timeframe
Hilvon  [author] 16 Jun @ 1:44am 
@Ryan are you looking at the list of progress?
This was a way for me track which vehicles have similar parts so they can be modelled together.
There are many version of SUV that have exactly the same hood, windshield and front doors, but some have rear doors, some don't, some are open bed pickups some a wagons and there are several versions of length. But setting up all those vehicles to use same models and animations for shared parts saved work.
But at the same time not all SUV/trucks have the same geometry. So I used color coding to remind myself which do.
Ryan 15 Jun @ 11:22pm 
what are all the color coded ones?
Dumbass 19 Apr @ 3:11am 
Life Saver!
Bayrain 14 Apr @ 7:00pm 
Beautiful, I was looking all over for this after I saw that someone was making an animated pack on Reddit, excited to see the finished product
Hilvon  [author] 3 Apr @ 9:51pm 
@GXTV It should be. Though there might be a problem... And I am planning to shift cullseats into either game options (if I can figure out how to add/read them so they can be set on player level rather than on game level) or sandbox options eventually.
GXTV 3 Apr @ 6:01pm 
Ah okay, could you make "cullseats to disable rendering characters inside vehicles and avoid animations/clipping issues" submod compatible with PZKVLC?
Hilvon  [author] 2 Apr @ 10:46pm 
@GXTV That **probably** has something to do with this mod being set to "by link only" as it is not ready for full on release yet.
GXTV 1 Apr @ 3:56pm 
For some reason it doesn't show on your profile
Gorgonite 12 Mar @ 2:19pm 
Ah that makes sense now. Thanks again.
Hilvon  [author] 12 Mar @ 10:47am 
@Gorgonite PZK VLC Expands the list of vehicles, keeping all Vanilla vehicles in the spawn pool, but adding tons more.

This mod can be used alongside Vanilla Vehicles Animated or separately. I didn't want to make those mods depend on each other because some players might use PZK VLC and want it to have animations while using other mods that remove vanilla vehicles, this making VVA unnecesary.
Gorgonite 12 Mar @ 9:09am 
To be honest I'm quite confused if VLC replaces vanilla vehicles altogether or is just expanding the roster.
Gorgonite 11 Mar @ 8:13pm 
Is it intended to use Vanilla vehicles animated alongside this one or would that be redundant?
Hilvon  [author] 1 Mar @ 7:10am 
Another update. Current coverage is 42% for build 42 and 38% for build 41. Technically both of those cover the same vehicles, but since some police vehicles are covered and they expand to wider part of the total pool, build 42 looks as if it is ahead.

There are known issues with spare wheels on some vehicles not getting animated. And in build 41 vanCamper has an artefact at the place of rear left door... But I hope you can enjoy what is ready.
aquelarrefox 15 Feb @ 6:06pm 
incredible work and thanks for the time to answer our questions
Hilvon  [author] 14 Feb @ 10:28pm 
@aquelarrefox the description has a link to a google sheet that tracks the progress.
Though I am not 100% diligent with publishing the mod after every stream. Though at this time it might be a good thing, since I am in the middle of refactoring lua code to new framework, and currently my version I have locally covers about 20% while published mod should cover about 40%. At least in 42 version.
aquelarrefox 13 Feb @ 8:55pm 
how much have you cover, good guy with visible doors in our path :P
Hilvon  [author] 13 Feb @ 10:09am 
@aquelarrefox Yes. It works with 42.
aquelarrefox 12 Feb @ 6:59pm 
Is this for b42?
Mistuka 3 Feb @ 12:56pm 
Отличная работа!
Rachel L 18 Jan @ 2:36pm 
yoo!
rawgu 29 Dec, 2024 @ 1:41am 
Yoooooooooo this is actually HUGE!! :heart_eyes_yeti:
Moloch 26 Dec, 2024 @ 11:19am 
Thanks a bunch bud have a happy new year!
Hilvon  [author] 26 Dec, 2024 @ 11:16am 
@Moloch Just kicked an update out the door. Should be build42 compatible now.
Moloch 26 Dec, 2024 @ 10:37am 
was hoping for b42 patch
Hilvon  [author] 26 Dec, 2024 @ 9:31am 
Honestly - not anytime soon. Currently I only have like 4 hours of work on this mod per week which is not a lot.
Maybe the new year holidays will give a bit more time but nowhere near enough to complete it.

So all vehicles would be around spring. And I kinda should get into a habbit of uploading update after every stream. Oh yeah - on saturdays (Sunday this week) I stream how I make this mod on twitch at Hilvon1984
Moloch 23 Dec, 2024 @ 4:11pm 
eta?