Zs glitching through walls and floors

Seems to be much worse in v2.1. In my current playthrough, I've done a couple T5s and I would say Zs glitching through the floor has happened at least 8 times, and I remember one glitching right through the wall. I even had a loot bag glitch through a wall.

In previous versions, this would happen once in a while, but it seems to be much more prevalent now. Has anyone else noticed this? It needs to be fixed.
 
Yeah i noticed that too. And on top of that i also got pushed into or trough a wall several times or just got yeeted in the air when they piled up under me. Once i got killed by a Z trough a concrete wall.
 
I don't know if those clipping issues with zombies and doors/walls have gotten any worse, but they certainly haven't gotten any better since I started playing. This is one of those areas that the devs really need to focus some attention on. It's probably the jankiest part of the game.
 
Yeh, feels like every time the animations are changed, new jank gets introduced. This time the crawl mode; the zeds start and end their new crawling animations whenever they're even mildly crowded, leading to weirdness.

I'm about to start just figuring out the most reliable glitch for a horde base.. droppers thru solid blocks or some such silliness. For now, the best defense is a good offense; I blocked a three-wide staircase for a horde base. The zeds would happily glitch thru the single scaff barrier, but an eFence plus a stun baton with the repulsor mod clears out the entire stairwell when need be. Another one, without the repulsor, for damage and a steel sledge for XP .. :)
 
Seems to be much worse in v2.1. In my current playthrough, I've done a couple T5s and I would say Zs glitching through the floor has happened at least 8 times, and I remember one glitching right through the wall. I even had a loot bag glitch through a wall.

In previous versions, this would happen once in a while, but it seems to be much more prevalent now. Has anyone else noticed this? It needs to be fixed.
I'm guessing its due to the change that allows them to get though 1 high blocks and being able to climb through narrow openings. Their bounding box has gotten smaller so when the code tries to determine what clip side of a block box they are on there is less of their bounding box outside which results in a higher percentage of time that the code decides they are on the wrong side of a block. If you bash your head against a wall a few times it starts to make sense that as they can see through walls, they might as well pass through walls as well.

I also noticed that spider zombies can jump directly through a small space from a long way away, like they have aim bot for jumping now.
 
I'm guessing its due to the change that allows them to get though 1 high blocks and being able to climb through narrow openings. Their bounding box has gotten smaller so when the code tries to determine what clip side of a block box they are on there is less of their bounding box outside which results in a higher percentage of time that the code decides they are on the wrong side of a block. If you bash your head against a wall a few times it starts to make sense that as they can see through walls, they might as well pass through walls as well.

I also noticed that spider zombies can jump directly through a small space from a long way away, like they have aim bot for jumping now.
That all makes sense, and I have noticed the new spider "talent" as well.
 
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