Windows ( 2.0 b295)Trees don't fall properly and sometimes they don't even make a sound nor animate when falling.

Blake_

Captain Obvious
Version
b295 2.0
Platform
Windows
( 2.0 b295)Trees don't fall properly and sometimes they don't even make a sound nor animate when falling.

I don't know if every single tree is affected, but it might be the case to various degrees. Unlikely that it's my rig specifically acting out, as it is a full wipe with Appdata erased. I don't, won't and will never use mods.
 
Reproduction Steps
Just harvest every single type of tree from any map and see various results. Animations broken, sometimes they do work but go extremely fast and sometimes they don't make the proper sound when finished or don't even flinch and just dissappear.
Link to Logs
https://community.thefunpimps.com/
Link to Screenshot/Video
https://community.thefunpimps.com/
I haven't had this happen to me. They all fall normally. They can stop falling if they hit something like another tree or building, which is good. But I always see them fall and hear the sound. Sometimes the sound skips a bit, but that's about it. That's been my experience throughout 1.x and also in 2.0.
 
I haven't had this happen to me. They all fall normally. They can stop falling if they hit something like another tree or building, which is good. But I always see them fall and hear the sound. Sometimes the sound skips a bit, but that's about it. That's been my experience throughout 1.x and also in 2.0.
That's interesting. I am using a GTX780ti. Could the new speedtree changes be creating the issue in older graphics cards? Then again, it also didn't happen to me in 1.0 so it is weird. Maybe the "enable graphics jobs" option or an outdated driver might be the issue? Well, I do have my drivers up to date , but with that old card everything can be considered outdated. I'm using windows 10.
 
i have always had this be the case. i am a spike-trap guy and a basebuilder so i down a LOT of trees and it has always done this
What card are you using? Is it an older card like mine? nvidia or amd? It might be the way SpeedTree handles physics and/or animations, so if TFP provide the correct package it could solve the issue.
 
That's interesting. I am using a GTX780ti. Could the new speedtree changes be creating the issue in older graphics cards? Then again, it also didn't happen to me in 1.0 so it is weird. Maybe the "enable graphics jobs" option or an outdated driver might be the issue? Well, I do have my drivers up to date , but with that old card everything can be considered outdated. I'm using windows 10.
Well my card is just an RX580, which is old by computer standards. It could be a driver issue or something like that, though I question if that would be the cause. I think graphics jobs are enabled by default, which means they are renamed for me as well. If it didn't happen in 1.x, it likely relates to the new speed tree thing, though I don't know in what way or why it would affect everyone.
 
Well my card is just an RX580, which is old by computer standards. It could be a driver issue or something like that, though I question if that would be the cause. I think graphics jobs are enabled by default, which means they are renamed for me as well. If it didn't happen in 1.x, it likely relates to the new speed tree thing, though I don't know in what way or why it would affect everyone.
So... it might be nvidia-specific with the older cards... I don't know about the newer ones (1060 and above).
I remember the Physx code could cause issues in some instances, not sure if including the 9.19 version in the game files would help.

Either way, Speedtree is certainly creating shenanigans with the falling physics in some cards, to the point the trees just make no sound, stand still and just dissappear.
 
So... it might be nvidia-specific with the older cards... I don't know about the newer ones (1060 and above).
I remember the Physx code could cause issues in some instances, not sure if including the 9.19 version in the game files would help.

Either way, Speedtree is certainly creating shenanigans with the falling physics in some cards, to the point the trees just make no sound, stand still and just dissappear.
Yeah, it may be specific to nvidia and Physx could be related as well. I was just cutting down a lot of trees today and they all fell normally and made the correct sound each time. Doesn't mean it might not happen to me at some point. I could just be lucky.
 
I used to see this very infrequently...perhaps one odd tree in 500 cut.
Now it will bug-out and 5 or 6 trees in a row might do this.
The animation often comes...late...like 20 seconds late. On other occasions the tree just disappears (still get resources).
It seems a little more common in dense areas or when I'm very focused on cutting down lots of trees (though that could just be because there are more instances of trees being cut). I'd say an average of 1 in 50 now.
 
I used to see this very infrequently...perhaps one odd tree in 500 cut.
Now it will bug-out and 5 or 6 trees in a row might do this.
The animation often comes...late...like 20 seconds late. On other occasions the tree just disappears (still get resources).
It seems a little more common in dense areas or when I'm very focused on cutting down lots of trees (though that could just be because there are more instances of trees being cut). I'd say an average of 1 in 50 now.
For me, it's way more common now, like 9 out of 10.
It rarely does the animation, and when it does, it's extremely fast like it's trying to catch up before dissappearing. Maybe it can be forced with an 80% hills and/or mountains in any rig.

This could be a bit related with what used to happen, which was the tree model getting stuck/clipping through some POI/elevation/asset and standing still due to that collision weirdness until it disappeared.

In either case, the issue does not affect resource yield nor does it prevent it.
 
As some point (probably in an earlier version) trees also lost their ability to kill.
I remember that! The first iteration could randomly kill you if you looked at it wrong, or killed 3 zds in a row and another player and whatnot if aligned properly. Fun, but stressful times! Then they fixed the killer trees and narrowed the kill zone area to only kill entities just under the falling tree. Players were spared.
 
What card are you using? Is it an older card like mine? nvidia or amd? It might be the way SpeedTree handles physics and/or animations, so if TFP provide the correct package it could solve the issue.
i have these two
1751567845837.png

pretty sure the second one is the one that steam uses or games
For me, it's way more common now, like 9 out of 10.
It rarely does the animation, and when it does, it's extremely fast like it's trying to catch up before dissappearing. Maybe it can be forced with an 80% hills and/or mountains in any rig.
the speeding up is something i noticed after the update, that used to be super rare
 
pretty sure the second one is the one that steam uses or games
I hope so, or you're really limiting your graphics capabilities. ;)


Hm... so the two cards mentioned are both Nvidia. The other person who gave details said it was on PS5, though... and that's a custom AMD card. So it's strange why it affects some and not others (so far, only me). I have no ideas at this point... :(
 
I hope so, or you're really limiting your graphics capabilities. ;)


Hm... so the two cards mentioned are both Nvidia. The other person who gave details said it was on PS5, though... and that's a custom AMD card. So it's strange why it affects some and not others (so far, only me). I have no ideas at this point... :(
might be throttling? it could just be the way the hardware is set up.....of course i havent had to know shite about computers since 2009 so if i sound dumb saying that you know why XD
 
My brother and I both have an Nvidia RTX 3080Ti and see the trees problem quite often, ever since 1.0, and maybe even in Alpha 21.

@Blake_ If You Haven't Done This Already... You need to make a proper bug report or they won't make a ticket for it to be fixed.
You are missing info from what I see in the first post.
 
Your suggestion is sexy and I would lay with it, but I need feedback from the devs or testers before I duplicate this post. I can provide any log of any game I start though, as it provides at least system info and some loading clues that might help.

This chat is also offering some very valuable info , so as soon as someone asks, I will duplicate with a compilation of clues.

This issue can be a breeze to solve or a total nightmare and right now it looks the latter: dlls, physics options, physics packages, drivers, old code, simple Speedtree configuration, etc.

Nobody knows for certain but this issue smells nerdy and I'm very busy playing at the moment, lol.
 
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