PC V1.3 Experimental

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Hello Survivors!

V1.3 is here for all to enjoy! We have officially passed CERT for our Japanese PS5 version.

This update mostly concentrates on gore updates and improvements.

TFP wishes everyone a great weekend and much fun with this update.

Here is how you participate: 

  1. Right click on the game in steam
  2. Click on properties
  3. Click the “betas” tab
  4. The drop down menu will have latest_experimental available <— you want THAT
  5. Select that and wait for the game to download



V1.3 b6 Changelog

Added 

  • Texture and Material variants for several zombies and gore blocks for PS5 Japanese rating only. Console command tcc can be used at the main menu for those that would like to toggle Japanese gore variants on PC, Linux,  and Mac versions.
  • Gore to fat Hawaiian

 
Changed 

  • Limit RWG Preview Quality to High on console devices
  • Show readable error when trying to add duplicate entity class names
  • Improved lots of dismemberment pieces

 
Fixed 

  • NRE when starting game with EOS disabled
  • Button localizations on PlayerList/BlockedPlayers were the wrong way around
  • Mod event PlayerSpawnedInWorld not called for listen server host player
  • PS5 crash when exiting game
  • Change the default GameCoreSaveStorageProvider back to Blobs to avoid rare save corruption on Xbox
  • Some level design tools cannot be unchecked
  • PS5 game can hang during startup
  • Unable to clear school_03 "Grover High" plus large combat performance improvements
  • XUi: Reloading main menu causes exception
  • Adjusted issues with some dismemberment pieces 





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Here's what changed since b6:

Changed 

  • Optimized bag and inventory updates for remote players



Fixed

  • Lit molotov illuminating way too much area
  • Error with filtered language when Trader Rekt announces closing soon
  • Laser dot visibility issues in MP
  • Laser dot position when reloading
 
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does 1.3 have a fix for the lighting issue when using the gfx pp enable 0 console command?

currently, using that command to clear the extreme fog makes the game incredibly dark (for those with any vision issues, it becomes unplayable) and breaks the night vision goggles completely.

not using the command isn't always an option when some players are getting a level of severe fog that makes trees and buildings in the distance appear almost like a negative (this doesnt seem to impact all players, but those who are impacted find it very difficult to enjoy gameplay)

 
does 1.3 have a fix for the lighting issue when using the gfx pp enable 0 console command?

currently, using that command to clear the extreme fog makes the game incredibly dark (for those with any vision issues, it becomes unplayable) and breaks the night vision goggles completely.

not using the command isn't always an option when some players are getting a level of severe fog that makes trees and buildings in the distance appear almost like a negative (this doesnt seem to impact all players, but those who are impacted find it very difficult to enjoy gameplay)
I haven't tried that specific command, but if you just want to disable fog, why not use "weather fog 0"?

 
Unfortunately this command doesn't work on servers.
Okay, but shouldn't players choose whether or not to have the fog instead of the server doing it for everyone?  Or does it not work if a client uses the command?  I don't use servers, which is why I ask. 

And even on SP it only removes the immediate fog. it is nice to clear the distance without having to mod the weathher out.
What do you mean by immediate fog?  I've disabled it for tutorial videos I've made and screenshots for tutorials and have moved all around the map without fog returning.  This is, of course, P2P/solo and not server.

 
Okay, but shouldn't players choose whether or not to have the fog instead of the server doing it for everyone?  Or does it not work if a client uses the command?  I don't use servers, which is why I ask. 
Well, in my opinion, the server should definitely specify the local weather for everyone, otherwise everyone would carry their own weather with them.
That would certainly be funny if a rainy and a snowed-in player stood next to each other in front of Trader Jen, but also very performance-consuming :)

Regardless of whether a client or a server admin enters the command, it doesn't change the fog on a server.

 
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Well, in my opinion, the server should definitely specify the local weather for everyone, otherwise everyone would carry their own weather with them.
That would certainly be funny if a rainy and a snowed-in player stood next to each other in front of Trader Jen, but also very performance-consuming :)

Regardless of whether a client or a server admin enters the command, it doesn't change the fog on a server.
Turning off fog locally wouldn't change that there is fog in a location, though.  Unless I am mistaken about how it works (I might be), then it is just a local graphics option to not show fog even though it is there.  If I'm wrong about how that command works and it disables it for everyone, then you can obviously ignore what I said. 😀

 
Okay, but shouldn't players choose whether or not to have the fog instead of the server doing it for everyone?  Or does it not work if a client uses the command?  I don't use servers, which is why I ask. 

What do you mean by immediate fog?  I've disabled it for tutorial videos I've made and screenshots for tutorials and have moved all around the map without fog returning.  This is, of course, P2P/solo and not server.
both commands only remove it for the player using it. However, the weather fog 0 command has always been buggy and impacts other weather. I've been playing a private game with my husband and, after the command, it can be raining for him and sunny for me while standing shoulder to shoulder. this command only works on private games, no server use for players.

gfx pp enable 0 removes the fog for the player everywhere during that session, but still allows snow/rain just as other players see it. this command works on private games and servers.

Well, in my opinion, the server should definitely specify the local weather for everyone, otherwise everyone would carry their own weather with them.
That would certainly be funny if a rainy and a snowed-in player stood next to each other in front of Trader Jen, but also very performance-consuming :)

Regardless of whether a client or a server admin enters the command, it doesn't change the fog on a server.
I've only ever seen a server allow clearing the fog. Players are not able to set their own weather, they are merely able to remove a weather effect that causes visual issues for some. keep in mind that the fog does not interact with the weather effects (once they're back in the game) it does not increase heat, cold, or wet percentage so it does not change gameplay beyond being able to see properly

 
both commands only remove it for the player using it. However, the weather fog 0 command has always been buggy and impacts other weather. I've been playing a private game with my husband and, after the command, it can be raining for him and sunny for me while standing shoulder to shoulder. this command only works on private games, no server use for players.

gfx pp enable 0 removes the fog for the player everywhere during that session, but still allows snow/rain just as other players see it. this command works on private games and servers.

I've only ever seen a server allow clearing the fog. Players are not able to set their own weather, they are merely able to remove a weather effect that causes visual issues for some. keep in mind that the fog does not interact with the weather effects (once they're back in the game) it does not increase heat, cold, or wet percentage so it does not change gameplay beyond being able to see properly
retira a qualidade da sombra coloca em não que ajuda

 
I did a quest for Grover High and instead of dropping down to 25 FPS on triggered spawns in that POI it barely dipped below 50 fps.  I dunno what TFP did on zombie triggered spawns to improve FPS, but it worked.  I hope they tweak bloodmoon performance like this ...

 
Hey, after the update I cannot load any save games or prefabs I had made? I reverted back to v1.2 to no avail, is there something I can do to access at least the old prefabs and world maps? All the files are still present, but the game is not seeing old save games or any of the prefabs. I didn't see any notes about this breaking. searching I could only find this:https://steamcommunity.com/app/251570/discussions/1/3272438119348394563/
I cannot find any errors, and I don't care about the worlds as much as just getting my prefabs loading into the editor again. Any help would be great, and if I should post this in bugs, apologies in advanced. 

 
Easier for me to post this here, and since this is a fresh post.

Issue with the vanilla game event in mods
 

<action_sequence name="RemoveSwordKey"> <property name="category" value="twitch_actions" /> <property name="target_type" value="Block" /> <action class="RemoveItems"> <property name="items_location" value="Toolbelt" /> <property name="items_tags" value="SwordKey"/> <property name="count_type" value="Items"/> <property name="count" value="1"/> </action> </action_sequence>
If a client player uses this gameevent, the first time it takes the item away, but the second time and beyond, the gameevent doesn't take the item away anymore

 
Still no mutated zombies during horde night. SMH 
Maybe because that's not happening? 😁

Easier for me to post this here, and since this is a fresh post.

Issue with the vanilla game event in mods
 

<action_sequence name="RemoveSwordKey"> <property name="category" value="twitch_actions" /> <property name="target_type" value="Block" /> <action class="RemoveItems"> <property name="items_location" value="Toolbelt" /> <property name="items_tags" value="SwordKey"/> <property name="count_type" value="Items"/> <property name="count" value="1"/> </action> </action_sequence>
If a client player uses this gameevent, the first time it takes the item away, but the second time and beyond, the gameevent doesn't take the item away anymore
You still need to report the bug since they create a ticket, and then it gets looked at. But you already know that of course since you've been here forever. 😁

 
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