PC V3.0 Dead Hot Summer Dev Diary

Ah Monday will be the day to get my hands on 3.0.0....although who has to go back to work Monday.....🙋‍♂️ This guy 😔

Can I add the fun pimps seriously need to integrate Izzy's gun pack into the game.
Also some of the zombie packs as well.
..........just sayin.......
 
Ah Monday will be the day to get my hands on 3.0.0....although who has to go back to work Monday.....🙋‍♂️ This guy 😔

Can I add the fun pimps seriously need to integrate Izzy's gun pack into the game.
Also some of the zombie packs as well.
..........just sayin.......
I would like izzy guns at least some i haven't done a true playthrough with it tho. I liked playing prebuilds LBD but he wont update it for 3.0 so.. womp womp
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Can someone explain to me why the learning elixir takes 2 red tea and 1 beer to craft, but we only get one jar back? This is an outrage.
You crush it and snort it for a "sharp" memory
 
As I scrolled to the latest post I saw someone complain about a crafting a drink and only getting back one jar? OMG Really???

I'll have you know, this is the most pressing matter of this year so far. I summon the council for an emergency meeting, code red! 😜
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Also a gentle reminder that the yucca juice smoothie still doesn't take a jar. :sneaky:
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The jarpocalypse continues. It's the end times!
 
@faatal
So are you saying they all or a selection, will now look "up and down" at me, like the Zombies do. Plus I will have more FPS to allocate?
If so; Thank You very much.
It was a bug from a bandit change for 4.0 that affected 3.0. Not something new. It simply gets the 3.0 head looking/tracking and performance back to how it is in 2.6.
 
Just as a thought, I saw there's a way to limit what zombies spawn by tier, but it would be pretty cool to be able to select individual zombie types to spawn or not spawn.

I just want Chuck to stop breaking all my blade traps, 😡
 
@faatal
I want to ask this again as directly as possible because I think the main question is still being missed and hasn't been explained by any moderator or streamer i've talked to this weekend.

I understand that:

  • the dedicated server should push its gameplay settings to connected clients;
  • a client’s local preset should not override a dedicated server;
  • many old serverconfig.xml properties are being replaced by a single SandboxCode;
  • admins can generate that code through the in-game Sandbox Options menu.
What I still need answered is specifically about a dedicated server:

After the SandboxCode is placed in the dedicated server config, how can the server owner or a server-side mod read and verify the individual effective settings contained inside it?

For example, can we inspect the server’s actual values for:

  • Jump Strength
  • Gravity
  • Crouch Speed
  • Stamina
  • Player and block damage
  • XP
  • Loot
  • Crafting
  • Traders
  • Quests
  • Vehicle settings
Will those individual values be available through:

  • GamePrefs or GameStats
  • a console command
  • WebDashboard
  • the output log
  • a public runtime API
  • or another dedicated-server method?
The release notes explain which settings exist and how to paste a SandboxCode. They do not explain how a dedicated server owner can decode, audit, troubleshoot, or expose the final effective values after that code is applied.

This matters because server-side administration and anti-cheat tools need the real server-owned values. We cannot safely validate movement, damage, progression, or economy rules against an opaque code.

So the basic question is:

What is the official dedicated-server method for viewing and programmatically reading every effective SandboxCode value at runtime?

If that method is not finished yet, that is also a useful direct answer.
 
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