PC V1.2 b22 EXP (updated to b24)

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it will be a bug; i had 1.2 b22 hang on me earlier, i didn't catch the full error message as i restarted the game but it had the word loot in the red error message and i was simply opening one of my storage containers. i always play every Experimental version but this was the first one that hung on me so i removed it and went back to 1.1 b14 Stable.

I don't like to be a complainer but i have to say that every time there's an update, very few of the info lines in an changelog make any sense at all. It all obviously means something to the devs but not to me.  my point being that it would be nice to understood more of the changelog info. (just checked Steam and i've played 7 Days for 2,100+ hours so i'm absolutely not complaining, it's not really that important but if i understood more of the changelog i'd be more inclined to correlate issues with changelog items and i'd then report bugs) ; but to be fair i rarely come across bugs that stop me playing

 
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it will be a bug; i had 1.2 b22 hang on me earlier, i didn't catch the full error message as i restarted the game but it had the word loot in the red error message and i was simply opening one of my storage containers. i always play every Experimental version but this was the first one that hung on me so i removed it and went back to 1.1 b14 Stable.

I don't like to be a complainer but i have to say that every time there's an update, very few of the info lines in an changelog make any sense at all. It all obviously means something to the devs but not to me.  my point being that it would be nice to understood more of the changelog info


1.2 won't go past that screen, so I don't know what's really going on.

 
People are not saying the game is garbage...they are complaining about TFP not being able to meet their own deadlines. ... They are 13 years in development. They thought they were close to "done" in 2019...they said in 2020 they'd be embarrassed if they were still working on this game in 3 years. Here we are.

They also said they were working on all of the things STILL MISSING in this current version. LIke the stuff in the Storm's brerwing update that is going to be late...or the rest of the roadmap. That is stuff TFP have said they were close to being done with FOR YEARS...and it still is not done. 

 
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View attachment 32885

Okay, I'm not sure if this is the so called BIOS microcode issue or something else.

1.1 ran fine, but 1.2 gives me this.

I've uninstalled, cleaned up directories, and reinstalled - same thing.

Bug or BIOS issue ?

Never had a game that required a BIOS update - something I'm not real comfortable doing.
You should post the full log in a bug report, or at least the general support forum so people can look into it.  The console logs are pretty much useless.  The real log has all the details in it.

 
View attachment 32885

Okay, I'm not sure if this is the so called BIOS microcode issue or something else.

1.1 ran fine, but 1.2 gives me this.

I've uninstalled, cleaned up directories, and reinstalled - same thing.

Bug or BIOS issue ?

Never had a game that required a BIOS update - something I'm not real comfortable doing.
I have never updated a BIOS for any game ever.

A null ref is when code accesses an object that does not exist, is very common in development and can happen in tons of places in code. You have to look at the call stack to know what function was doing the access and call stacks are not shown in the console, only in the log.

 
I have never updated a BIOS for any game ever.

A null ref is when code accesses an object that does not exist, is very common in development and can happen in tons of places in code. You have to look at the call stack to know what function was doing the access and call stacks are not shown in the console, only in the log.


I believe LostBoy is referring to the Intel Core 13/14th Gen instability BIOS update, or the issues that these CPUs suffer as a result.

 
I believe LostBoy is referring to the Intel Core 13/14th Gen instability BIOS update, or the issues that these CPUs suffer as a result.
For those CPUs I would definitely update the BIOS if you play any games or any other high performance programs.

 
Uh.. what? What do either of these mean?
I have to agree that many of the patch notes are worded in such a way that don't make sense to the lay person.

Would it be possible to add a more practical description to certain notes? For instance:

"Removed sleeper spawning at farthest position ground check if using min script (fixes issue where quests in POIs such as Grover High could not be completed due to the remaining sleeper zombies refusing to spawn)". 

 
O.o there's another patch 7 mins ago 😀

Edit: It's b25 (a 5.5gig download)

 
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The sound of emergency broadcasting of a CRT TV (*turns on when there is light) Has anyone already encountered this??
I'm not really sure what that means. 

I assume it means when the screen is lit but I've come across a lit up TV and it made no sound. Do I have to put a light in the room maybe? Does it have to be during daylight?

Also the animal spawn rate is crazy now. I hope it's like this just so we will definitely get the opportunity to see the new models. Otherwise it will make getting meat ridiculously too easy, and turn it into a nonfactor. 

 
The bunny was cute before, now it's not; but that's not why i'm posting; the movement of the bunny previously, was very realistic; now it's moving (more like gliding) backwards and other bizarre movements ; anybody else seen this, a real shame as (like the chicken) the bunny had very realistic movements

on a positive note, plenty of animals mooching about the place now, even in the day

another edit- not complaining but now animals are everywhere, so much meat to collect it's filling up my inventory; not to sound ungrateful, but we've gone from virtually no animals to too many, half way in between that would be great

 
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Blood moon party maximum active enemy count with increased game stage scaling based on the full count
Increased blood moon party distance to add players


Second line is increasing the distance players can be away from each other to count as in the same party. Important for calculating the gamestage of the blood moon horde.

First line now means everyone in that party now counts fully for gamestage. Previously there was a calculation where only some players counted fully for blood moon gamestage, that calculation changed in some unspecified way now.

Optimized vehicles to not use a container object


It means vehicles use a little less CPU by having less internal data attached to it or being defined internally.

 
Second line is increasing the distance players can be away from each other to count as in the same party. Important for calculating the gamestage of the blood moon horde.

First line now means everyone in that party now counts fully for gamestage. Previously there was a calculation where only some players counted fully for blood moon gamestage, that calculation changed in some unspecified way now.

It means vehicles use a little less CPU by having less internal data attached to it or being defined internally.
Thank you for the clarification. It's too bad that change lists are not compiled in this way.

 
Changed

  • Optimized vehicles to not use a container object
  • Increased blood moon party distance to add players


Uh.. what? What do either of these mean?


Bottom line, without having worked on these myself, I think...

The first means the game was using a widget for vehicles, behind the scenes, that wasn’t needed. Now it doesn’t bother with that, freeing up some memory/processing time if nothing else.

The second refers to how players close to each other are treated as being in the same party, for purposes of spawning Blood Moon hordes. Now the ‘close to each other’ distance is larger, which means in the aggregate more players will be considered in the same party.

I have to agree that many of the patch notes are worded in such a way that don't make sense to the lay person.

Would it be possible to add a more practical description to certain notes? For instance:

"Removed sleeper spawning at farthest position ground check if using min script (fixes issue where quests in POIs such as Grover High could not be completed due to the remaining sleeper zombies refusing to spawn)". 


Min scripts are used by level designers in some POIs. I believe they allow waves of zombies to spawn, by reusing the same sleeper spawn points multiple times. I interpret this patch note to mean that, when using a min script, the game no longer does a ground check (literally checking the ground underneath that location) for the sleeper that would be spawning the farthest away from the player. Why this is a good idea or how it fixes the issue, I couldn’t say.

Added

  • Blood moon party maximum active enemy count with increased game stage scaling based on the full count
Can anyone explain what this means?


The game has a new variable added for the maximum number of enemies that can be active for a Blood Moon party (see above). This variable scales up the game stage of the resulting Blood Moon horde. In other words, it’s a way the game could cap the number of enemies coming, and compensate by making the enemies that do spawn harder. You would want to do this because, while adding more zombies is the first thing everyone thinks of for scaling up the difficulty, each active zombie you add hurts performance a little bit. I don’t know if the game is configured to leverage this new variable in practice - it might be for future use, or left disabled unless a server’s set to use it, or intended primarily to help console performance.

Ninja’d by meganoth a bit, but meh. 😛

 
People are not saying the game is garbage...they are complaining about TFP not being able to meet their own deadlines. ... They are 13 years in development. They thought they were close to "done" in 2019...they said in 2020 they'd be embarrassed if they were still working on this game in 3 years. Here we are.

They also said they were working on all of the things STILL MISSING in this current version. LIke the stuff in the Storm's brerwing update that is going to be late...or the rest of the roadmap. That is stuff TFP have said they were close to being done with FOR YEARS...and it still is not done. 


Lets be specific, which stuff  on the roadmap was being said to be close to beind done BY TFP?

The weather system with biome progression? Not that I know of, biome progression is actually a very recent feature never even hinted at before

Bandits? Bandits were once added as experimental, deemed impossible to add as quality content because of the AI and put on the backburner until at least better AI could be done. After they had disabled that early prototype there never was any communication from TFP that bandits were close to being done (that I know of). Please show me that line from a TFP developer or at least point in the general direction. (They were often saying they are working on bandits too while doing the recent alphas, but "working on" seems quite different to "close to finished")

I could list all of them and comment, but it probably is easier if you start getting specific.

 
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