PC V1.1 b14 Stable

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Behaviour is totally different. being Seen when shouldn't etc.. Guess I will be using my forget elixir . As the full Assassin armor  and full books read seems to be useless.  Its interesting when player gets hurt they lose attributes etc.. but when a zombie gets hit in the head with an arrow by someone in full stealth they can now instantly know where you are and chase you. after you hit bricks all around them with arrows.. Magic arrow coatings i guess. 

 
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"Updated value on Grandpas Awesome Sauce"

Only the sale price went up to 1000 from 100.

The crafting cost & buying price have not been reduced.

It cost 1500 dukes from the Vending Machine.

Compared to Sugar Butts 300 dukes with the same affect at 10% bartering.

Is this intended?

 
Still hoping for fixes for thin roads disappearing due to the use of half splats and for the initial quest not being given by a trader who isn't near the wilderness (such as in the middle of a mega city), preventing access to any other quests until you find a trader who is near the wilderness.

 
Make sure that if you're using mods, you update them.  Many mods needed updates for 1.1.  Reverting might not work if you don't have a backup of your save because loading it into 1.1 may create problems that will persist if you load it back into 1.0.
No mods, just plain vanilla.   I get the feeling that starting a new game is the way to go unfortunately.

 
Ok, i've just had another update of 5.22gb on Xbox - was actually playing the game at the time and the game force-closed and gave me the update message........ never had that happen before in my 10+ years of being an xbox player. Not seeing patch notes...... hotfix i guess...... for what? 

 
So if you have a 1.0 B336 server, that then gets updated to 1.1 b14 should it work without restarting a new game?   We updated our clients, and the server was also updated.  Logged in got a bunch of log errors, then once in game,  there was a grey box in upper right corner with jumbled white letters you couldn't read, and 'ESC' did not take you to a menu for logging out or options, it just brought up the console/log screen.   Same with F1.

I assume its because its a 1.0 game with mixed 1.1 files, and the 1.1 client doesn't know what is going on.   

What if the server gets reverted back to 1.0 that should fix the problem?


My family and I have a vanilla save game from 1.0 experimental on a dedicated server still working fine with the new 1.1 stable.  If you are able to post your output log, it might be worth it to post a bug report to see if your save can be recovered.

 
although the experimental fixed many of the V1.0 stable issues, I am still seeing 2 main issues that I cannot seem to figure out the problem with V1.1 stable that carried over from the experimental 1.1. One is when a player joins and the server shows "unknown" for player id and name and will then 'hang'. Existing players realize this when their 'e' button no longer works. The server logs show nothing other than a person joining it was unable to identify. Not sure if perhaps it was already 'hung' when someone tried joining and thus unable to identify their id or if this random action caused the server to hang. It does not happen anytime a player joins, just random. I am unable to shut down the server unless I use the task manager. The server logs only shows when I attempted to click 'X' to exit on the server window, by reporting server shutdown via terminal, but it was really forced shut by task manager.

The other issue that causes a semi crash (meaning it does not crash and close to desktop, the console window remains open showing the error, which it states  "EXC Out of memory"

Task manager shows memory at around 35% and my page file memory has a limit of 24gb. I see no memory issues with Page file or system so not sure what "out of memory" it's referring to. These two crashes can occur with as few as 4 players and as many as 25 players. Sometimes the server can run through four 3 hour sessions and other times it can crash several times in one session.

I tried to report this issue but your page only shows reporting issues for V1.0.  This is V1.1 .  Please advise if perhaps there is something on my end I can try or if this is a known issue as i have seen other server owners reporting similar problems with V1.1.

Yes i do run a few simple mods which have never been a concern on past releases and nothing in the logs refers to anything mod related from what I can understand. (which isn't a great deal)

thank you in advance for any help you can afford me or at least advise if others are reporting similar experiences.

"Updated value on Grandpas Awesome Sauce"

Only the sale price went up to 1000 from 100.

The crafting cost & buying price have not been reduced.

It cost 1500 dukes from the Vending Machine.

Compared to Sugar Butts 300 dukes with the same affect at 10% bartering.

Is this intended?
that 1500 dukes is for 20% discount i believe, not 10% you're mentioning

 
I can finally understand why people think zombies have extendo-arms. When playing peer to peer with friends, I've always been the host. And I've only played on a dedicated server twice before tonight. And things were real weird on those servers. Zombies would be suspended in mid air until you walked over and hit them.

Tonight my friend rented a server in Dallas; I'm on the west coast, he's on the east coast. The other night I played peer to peer with him as the host. In both instances I was getting hit by zombies from considerably farther away than when I am the host. It makes sense that there would be some desync if both the zombie and I are moving. But even with them held back by a hatch, where both our positions weren't changing, I was still getting hit from a big distance. 

Also, there're weird bugs. Half the zombies would have their head tilted to the side and looking up as they'd chase me. One zombie fell out of a dresser and started sliding towards me as they were still laying on the floor and hit me with no animation.

Is this something that can be improved with further networking adjustments to the game, or is it something that has reached it's best possible performance and could be improved in the sequel?

 
Auger/Chainsaw buff is huge, keep up the great work guys ❤️
Not as huge as you think, IMO steel pick is still superior.

If it was +20% overall harvest, then it would be a different story.
I would have preferred if their base damage was buffed instead.

I can finally understand why people think zombies have extendo-arms.
I get hit from far away a lot in single player. I've concluded it happens because you're running away from them. In a few instances, I've managed to turn around and face the zombie in question only milliseconds after they've hit me from about 3 metres away. Extremely frustrating!
I've given up on the issue ever being addressed and had to deal with zombies hitting me through solid doors and thin walls.
The hugging attack animation and when they are crouching are by far the biggest offenders for giving them more range

 
I get hit from far away a lot in single player.
I have yet to get hit from an unacceptable distance in single player regardless of what speed the zombies are set to. I am very sensitive to fishy behavior and I have hundreds of hours of gameplay footage recorded for me to check through. The last time I had to check something was when I thought I got hit by a phantom punch (taking damage with no zombie animation), but it turned out there was a swinging animation that I missed because it was low profile, fast and I was in the process of turning around. 

I don't know enough about the technical end of games to be sure, but I suspect something in your system is causing the zombie's colliders to become out of sync with the models, similar to how it happens with server latency.

It seems clear that the game does not handle latency very well.

It does appear that the player's hits are client side because shooting moving targets at a distance looked and felt the same. If only the zombies hitting the player worked similar to that.

 
I have yet to get hit from an unacceptable distance in single player regardless of what speed the zombies are set to. I am very sensitive to fishy behavior and I have hundreds of hours of gameplay footage recorded for me to check through. The last time I had to check something was when I thought I got hit by a phantom punch (taking damage with no zombie animation), but it turned out there was a swinging animation that I missed because it was low profile, fast and I was in the process of turning around. 

I don't know enough about the technical end of games to be sure, but I suspect something in your system is causing the zombie's colliders to become out of sync with the models, similar to how it happens with server latency.

It seems clear that the game does not handle latency very well.

It does appear that the player's hits are client side because shooting moving targets at a distance looked and felt the same. If only the zombies hitting the player worked similar to that.
It happens to me pretty much every stream. Their reach is fine as long as you don't run away, they'll swing while close to you as you back peddle and miss, but as soon as you run away that's when they'll sometimes get a cheap hit on the player. I've been hit while sprinting down the stairs, through a solid wall or railing, and the zombie is still up stairs.

The whole no animation is due to the player constantly hitting the zombie beyond the 100% pain resist, so it hits the player without swinging, or even mid pain animation like while they hold their face or hip, they'll still hit you anyway.

Yesterday, so many of my arrows went through their face, extremely frustrating, it's barely worth using the bow, the risk outweighs the reward, if the arrow phases through them, you get hit.

 
No Updated Gracie Model?  Still hoping for a Zombie Deer, I mean there's zombie vultures and bears and dogs...
I think it's fine the way it is right now.

We have 2 Dear models, don't need another one. We don't have a Zombie Chicken, Rabbit, Coyote, Boar or Wolf. There's Grace (not Gracie), but she's a Mutated Boar and not a Zombie Boar. We only have a Zombie Vulture and Dog, no "alive" models. The Dire Wolf now looks more like a mutation since a Dire Wolf is just a bigger version of a Wolf (to me, it should now be called a Werewolf and not a Dire Wolf). A Pig is also coming (unclear if it replaces the Boar or is an addition... I hope they also keep the Boar).

 
can we get a toggle to turn off quick select please. just disabling the key it uses to switch doesnt work.

I am constantly switching away from my bow to the last used item in the middle of combat.

I figured out today that if you move the mouse quickly while holding down a movement key then the quick select is triggered and your item you are using changes.

My bow is always in slot 2. i have just had a zombie fight and now i am switching between slots 6 and 7!!!

i tried to search if this was a known issue but couldnt find anything.

 
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