PC Alpha 17.1 B9 Stable bug reporting thread

Summary: Graphic card crash when riding motorcycle

Version: Alpha 17.1 (b9)

Platform: PC

OS/Version: Windows

MP game on client

Did you wipe old saves? No

Did you start a new game? No

Did you validate your files? No

Are you using any mods? No

EAC on or off ? on

Status: NEW

Bug Description: Might be related to Alpha 17.1, might be not. I didn't get to craft a motorcycle in 17.0, I just managed to do that now in 17.1. Anyway, my graphic card (AMD Radeon HD 6800 Series) crashed twice while I was riding my motorcycle. Since my graphic card usually doesn't crash and it crashed twice in a short time while I was riding the motorcycle, I believe there is a connection. Luckily, after walking for a few seconds, I had a "flashback" in-game and was back on my motorcycle, which was initially gone after I reloaded the game save. So, at least the vehicle was backed up and it wasn't gone, but the crashing needs to be noted. I didn't have graphic card crashes before.


***************************************

 


(edit added comment by
QA Tester-unholyjoe)

 


no help without crash logs, game output logs, dxdiag report all if possible



also type of map RWG/Navezgane


 


thanks
:)

 


***************************************





There don't seem to be any crash logs and the game output logs show nothing unusual. I can only tell you the Event IDs in the Windows System log, which are 7036 and 4101. Those two events were logged at the time of the crash and event 4101 simply says that the graphic card drivers crashed. I can post the end of the output game log files though, but they really don't show any useful information, I'm afraid:

---------------

crash #1 (happened at 00:34:11)

2019-01-19T00:32:36 3927.307 INF VehicleManager Save

2019-01-19T00:32:47 3938.837 INF Time: 65.28m FPS: 24.99 Heap: 1290.5MB Max: 1385.8MB Chunks: 252 CGO: 195 Ply: 1 Zom: 1 Ent: 3 (31) Items: 0 CO: 1 RSS: 3502.2MB

2019-01-19T00:33:17 3968.848 INF Time: 65.78m FPS: 19.63 Heap: 1299.7MB Max: 1385.8MB Chunks: 252 CGO: 195 Ply: 1 Zom: 1 Ent: 3 (31) Items: 0 CO: 1 RSS: 3502.3MB

2019-01-19T00:33:47 3998.878 INF Time: 66.28m FPS: 22.12 Heap: 1316.9MB Max: 1385.8MB Chunks: 252 CGO: 191 Ply: 1 Zom: 1 Ent: 3 (31) Items: 0 CO: 1 RSS: 3502.6MB

Calling Animator.GotoState on Synchronize layer

(Filename: Line: 1352)

--------------------

crash #2 (happened at 11:53:14)

2019-01-19T11:51:44 2548.698 INF 2528.767 SleeperVolume -457, 61, 893. Restoring at -451, 66, 911 'zombieFemaleFat'

2019-01-19T11:51:52 2556.831 INF found

2019-01-19T11:52:00 2564.156 INF SleeperVolume -267, 57, 917. Spawning at -258, 58, 919, group 'sleeperHordeStageGS125', class zombieSkateboarder

2019-01-19T11:52:00 2564.162 INF SleeperVolume -260, 62, 923. Spawning at -255, 63, 927, group 'sleeperHordeStageGS125', class zombieFemaleFat

2019-01-19T11:52:00 2564.249 INF SleeperVolume -267, 57, 917. Spawning at -266, 58, 921, group 'sleeperHordeStageGS125', class zombieFatHawaiian

2019-01-19T11:52:00 2564.255 INF SleeperVolume -260, 62, 923. Spawning at -253, 63, 928, group 'sleeperHordeStageGS125', class zombieFemaleFat

2019-01-19T11:52:00 2564.382 INF SleeperVolume -267, 57, 917. Spawning at -255, 58, 919, group 'sleeperHordeStageGS125', class zombieSkateboarder

2019-01-19T11:52:00 2564.388 INF SleeperVolume -260, 62, 923. Spawning at -253, 63, 926, group 'sleeperHordeStageGS125', class zombieFemaleFat

2019-01-19T11:52:00 2564.527 INF SleeperVolume -260, 62, 923. Spawning at -252, 63, 926, group 'sleeperHordeStageGS125', class zombieFatHawaiian

2019-01-19T11:52:00 2564.603 INF SleeperVolume -260, 62, 923. Spawning at -254, 63, 928, group 'sleeperHordeStageGS125', class zombieDarlene

2019-01-19T11:52:00 2564.688 INF SleeperVolume -260, 62, 923. Spawning at -259, 63, 923, group 'sleeperHordeStageGS125', class zombieSpiderFeral

2019-01-19T11:52:06 2571.073 INF Time: 42.43m FPS: 23.47 Heap: 1310.0MB Max: 1314.6MB Chunks: 317 CGO: 159 Ply: 1 Zom: 11 Ent: 13 (27) Items: 4 CO: 1 RSS: 3442.5MB

2019-01-19T11:52:36 2601.077 INF Time: 42.93m FPS: 20.75 Heap: 1272.2MB Max: 1314.6MB Chunks: 317 CGO: 174 Ply: 1 Zom: 5 Ent: 8 (19) Items: 0 CO: 1 RSS: 3431.7MB

2019-01-19T11:52:56 2620.119 INF VehicleManager Save

2019-01-19T11:53:07 2631.121 INF Time: 43.43m FPS: 24.36 Heap: 1268.8MB Max: 1314.6MB Chunks: 317 CGO: 157 Ply: 1 Zom: 6 Ent: 15 (28) Items: 5 CO: 1 RSS: 3458.5MB

---------------------

As you see, the output game log ends logging a few seconds before the crashes. The map was Navezgane btw.

Maybe more users will report of similar crashes and can deliver more information.
 
Last edited by a moderator:
Summary: Massive game destroying bug with the Minibike

Platform: PC

OS/Version: Windows

Game mode: Single Player on RWG A17.1

Did you wipe old saves? Yes

Did you start a new game? Yes

Did you validate your files? Yes

Are you using any mods? Yes

EAC on or off ? Off Single player

Status: NEW

Bug Description: Jumped a mountain on a minibike full throttle (holding shift) and landed on side of another hill that was almost vertical. The game then rubber banded me and I saw another minibike about 40 meters up the road just flying by. I tried getting off the mini bike I was on and the game kept rag dolling me while my mini bike just kept going. It would update my position to where my mini bike was while it was driving itself every time I'd rag doll.

I exited the game and when I started back up I couldn't move at all and my hot bar was gone. I could still open my inventory but using items did nothing. I then typed dm in console to enable it and flying and god mode did nothing. It was like I WAS the minibike. I opened up my map and tried to teleport away and again nothing. Then I scrapped a jar and ate the glass and nothing again. I tried verifying my files and restarting but it would always do the same. I ended up just deleting the save because I couldn't do anything, no screenshots, output logs. I couldn't even exit the game without alt+F4.

It killed my save completely 17.1

Also on my map I seen there where TWO minibikes, the one I was at, and one about 100 meters away. Single player game.

Reproduce steps: Jump a mountain and land on side of mountain.

Press F1 to open the console, then type dbs

This will open a panel in game for you to type the bug in.

once done click ok

there will then be a SCREENSHOTS folder in the main 7 days folder.

1) Couldn't do anything while in game.

2) Here is a video that explains it. Just imagine a minibike instead of a skateboard, The minibike was sideways also.

3)

I had a similar issue like this with a 4x4. Couldn't do anything. It was acting like I was the 4x4 qhwn I'd log in. I was able to respawn successfully after reloading the game a few times. Sucks you lost your save game file :/

 
Last edited by a moderator:
Summary: <triggered_effect trigger="onSelfOpenLootContainer" action="LogMessage" message="onSelfOpenLootContainer"/> used in progression.xml modlet -

Have also tried adding target="self"

This works on the "local" version but does not work on the linux dedicated version.

The inability for this trigger to function correctly prevents any suffixed modlet XML CVar sets from setting properly.

Version: 17.1b9

Platform: PC

OS/Version:

Client(Works) Linux kali 4.18.0-kali3-amd64 #1 SMP Debian 4.18.20-2kali2 (2018-11-30) x86_64 GNU/Linux

Dedicated(Does not work) Linux web 4.9.0-4-amd64 #1 SMP Debian 4.9.65-3+deb9u1 (2017-12-23) x86_64 GNU/Linux

Game mode, mp host/mp client/sp /client on dedi (RWG or NAV)

Did you wipe old saves? (yes)

Did you start a new game? (Yes)

Did you validate your files? (Yes)

Are you using any mods? (yes, tested without mods except the above entry, same result)

EAC on or off ? ON

Status: NEW

Bug Description: It will log to the output_log file but does not display in F1 terminal. Strange... But on clientside, it shows in all of them and functions correctly.

Reproduce steps: Run that triggered_effect on the latest_experimental build on a linux dedicated server and it does not work.

Code:
2019-01-19T12:37:24 132.757 INF GMSG: Player 'FringeRecall' joined the game
2019-01-19T12:37:24 132.761 INF PlayerSpawnedInWorld (reason: JoinMultiplayer, position: 511, 47, -442): EntityID=171, PlayerID='xxxx', OwnerID='xxxx', PlayerName='FringeRecall'
2019-01-19T12:37:25 133.786 INF Time: 2.13m FPS: 32.75 Heap: 280.0MB Max: 281.6MB Chunks: 289 CGO: 77 Ply: 1 Zom: 8 Ent: 14 (14) Items: 2 CO: 1 RSS: 1091.4MB
2019-01-19T12:37:32 140.942 INF MinEventLogMessage: onSelfOpenLootContainer

Sorry, but mods(modlets) are not supported at this time. - Schwanz9000

 
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Vehicles despawn while using other Vehicle some chunks away

Summary: Vehicles despawn while using other Vehicle some chunks away

Version: 17.1 B9

Platform: PC, AMD FX-8350, 16 GB DDR3-1600 RAM, GTX 960-4GB

OS/Version: Windows 10 pro V 1803, Build 17134.523

Game mode: SP on Navengane

Did you wipe old saves? Yes, Complete Reinstall and whipe of \\AppData\Roaming\7DaysToDie\Saves

Did you start a new game? Yes

Did you validate your files? Yes (Complete Reinstall)

Are you using any mods? No

EAC on or off ? EAC on

Status: NEW

Bug Description:

Reached level to build 4x4, already having Mini- and Big-Motorcycle. Parked 4x4 and Minibike in front of my base.

Ride with Big-Motorcycle to next city (some chunks away), returning to base and Minibike and 4x4 were gone.

Reproduce steps:

Build different vehicles, park them in front of your base and ride with one of them some chunks away, then return to your base.

This is a known issue that will be addressed at a later date. Thanks! - Schwanz9000

 
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1 Earlier open hatches themselves closed. To open it, you need to click twice.

2 Night vision goggles disgusting work. Night useless! When you have them repair it?

 
Summary: player gets stuck on vehicle and loses toolbelt items on relog.

dont have a screen shot but theirs is a bug where u loose youre tool bar when u get stuck in the car ... u cant get put have to restart then tool bar is gone and thats where all the best stuff is kept.

Thank you, this will be fixed already in A17.2.


-Hated

 
Last edited by a moderator:
Summary: Audio - Sleeper sounds trigger inside of player's head

Version: A17.1 b9

Platform: PC

OS/Version: Windows 10 Pro (64bit)

Game mode: Singleplayer, Rucevi County - Survival

Did you wipe old saves? Yes

Did you start a new game? Yes

Did you validate your files? No

Are you using any mods? No

EAC on or off ? Enabled

Status: Needs confirmed

Bug Description: Audio only bug, sleeper sounds trigger from within the player model.

Reproduce steps: Find a pre-fab (or make one) that has sleepers in it. Wait for sleeper sounds to trigger.

Actual result: Sleeper sounds trigger from within the player's model, causing disorientation due to misplaced sound cues.

Expected result: Sleeper sounds to trigger from sleeper model, allowing for spacial awareness.

Output log: https://pastebin.com/8r3EzUin

A17.1_2019-01-19_14-38-43.jpg

 
**UPDATE: I can login to my linux server completely now, but only when setting the config param "Gameworld" file to "RWG". Gameworld set to Navezgane still fails, even after reverting. So problem below is specific to Navezgane world mode.

Summary: Cannot login to linux server, client get's stuck at "Creating Player" dialog

Version: 17.

Platform: PC

OS/Version: Client -> Windows 10, Server -> Linux (Ubuntu 18)

Game mode: Dedicated server on linux, Navazgane map all vanilla config options

Did you wipe old saves? yes

Did you start a new game? yes

Did you validate your files? no, but did completely delete install folder and user preferences in %HOME&/app/roaming/ directory and re-install

Are you using any mods? no

EAC on or off ? Both

Status: NEW

Bug Description:

When attempting to connect to a new linux server, with a brand new game and map, all vanilla config settings on the server, my client hangs at the "Creating Player" dialog. Another user (user 2) attempts to connect with the same result. A third user (user 3) I had connect was able to do so with no problems.

In the server log, when Me or user 2 attempts to login, an obvious error is thrown on the server:

----

ArgumentNullException: Argument cannot be null.

Parameter name: key

at System.Collections.Generic.Dictionary`2[system.String,ProgressionClass].TryGetValue (System.String key, .ProgressionClass& value) [0x00000] in <filename unknown>:0

at ProgressionValue.cacheProgressionClassPointer () [0x00000] in <filename unknown>:0

at ProgressionValue.Read (System.IO.BinaryReader _reader, UInt32 _version) [0x00000] in <filename unknown>:0

at Progression.Read (System.IO.BinaryReader _br, .EntityAlive _parent) [0x00000] in <filename unknown>:0

at PlayerDataFile.ToPlayer (.EntityPlayer _player) [0x00000] in <filename unknown>:0

at GameManager.RequestToSpawnPlayer (.ClientInfo _cInfo, Int32 _chunkViewDim, .PlayerProfile _playerProfile) [0x00000] in <filename unknown>:0

at NetPackageRequestToSpawnPlayer.ProcessPackage (.World _world, INetConnectionCallbacks _netConnectionCallback) [0x00000] in <filename unknown>:0

at ConnectionManager.ProcessPackages (INetConnection _connection, NetPackageDirection _disallowedDirection) [0x00000] in <filename unknown>:0

at ConnectionManager.Update () [0x00000] in <filename unknown>:0

(Filename: Line: -1)

----

Pastebin of linux server log for context: https://pastebin.com/txpDjYyU

Pastebin showing linux server log of user 2 (ripperprime) and user 3 (def2all) connecting... note user 3 connects, enters world, and exits with no problem while user 2 throws the exception: https://pastebin.com/3iRt5a21

User 3 is able to connect and does not produce this exception.

Me and user 2 launched the game launcher and cleaned all elements of the game we could using the launcher tools, such as cleaning user profiles, with no success. Also, attempted to create a new user profile on my client with no success. I also deleted my user prefs/saves in my windows home/app directory as well as delete the full game and reinstall, and continue to get this error, while user 3 can connect fine.

Note, the server does not crash after throwing this exception, it stays online, and user 3 is able to connect even after the exception is thrown.

Me and user 2 have both played alpha 17.0 and variants, and 17.1. Me and user 2 have also connected to a previous alpha 17 linux server (<b240) successfully. However, this problem started at a17b240, 17.0 stable, and 17.1 stable. It's important to note that I had previously installed the 7d2d linux server on the same server using the same steps from alpha 16 to alpha 17 <b240 and did not have this login issue. linux server A17b240 and greater is where the problem started.

User 3 was running with a brand new install and download of the game and previously had never launched any version of the game before alpha 17.1 stable.

Another interesting note, this report is specific to running the 7d2d client on windows, but I also did a new install of the game on linux via steam and still have the same issue connecting. Because of this *I suspect it's possible the error is linked to an issue with my steam user*, and possibly it has something to do with a value (or lack thereof) that the game is attempting to source from my steam account or profile.

Reproduce steps:

Please note, these are the steps I use when I get the problem. It is not reproducible for all users, as outlined above.

1) Download the linux server using steamcmd (app_update 294420)

2) Start the linux server using startserver.sh -configfile=serverconfig.xml (note, no changes to the config file, although previous attempts I had also made changes with same effect)

3) Launch 7d2d client from steam on windows (or linux -- I tried both)

4) At menu, choose "Join Game"

5) Click "Connect to IP" and enter server IP

6) Click "Connect" and wait through "initializing world" , then it hangs on "creating player"

** All server ip's and ports are correct and working as these exact steps produced no problem when running a16 through <a17b240

Actual result: Client hangs at "creating player" indefinitely.

Expected result: Expect to be able to complete "creating player" and connect to the linux server.

Using provided repro steps, I am not running into this problem, even when using the "bugged users" names, please provide the full outputlog from the server.


-Hated

 
Last edited by a moderator:
Summary: Dismembermet of limbs (arms/legs) not working

Version: A17.1 Stable/A17 Stable/B240/B238/... all since A16.4

Platform: PC

OS/Version: Windows 10 64bit

Game mode: SP, RWG

Did you wipe old saves? YES

Did you start a new game? YES

Did you validate your files? YES

Are you using any mods? NO

EAC on/off? ON

Status: NEW

Bug Description: Dismembermet does not work at all

Reproduce steps:

1. Put skillponts to Perception / Explosive Weapons

2. Try any weapon and/or armunition type to dismember legs on zeds

Actual result: Never dismember limbs (arms / legs).

Expected result: legs / arms should be dismembered.

 
dont have a screen shot but theirs is a bug where u loose youre tool bar when u get stuck in the car ... u cant get put have to restart then tool bar is gone and thats where all the best stuff is kept.

i am not on my own server ..playing a server

 
OptionsFieldOfViewNew not read or applied except from Console Command Line w/Code

Summary: OptionsFieldOfViewNew not being read or applied except from Console Command Line

Version: Alpha 17.1b9

Platform: PC

OS/Version: Windows 7 64bit

Game mode: 64bit Windows Client

Did you wipe old saves? (yes/No): Yes (complete and total wipe all files, setting, registry)

Did you start a new game? (Yes/No): Yes

Did you validate your files? (Yes/No): Yes (complete and total wipe all files, setting, registry)

Are you using any mods? (yes/No): No

EAC on or off ?: Off

Status: Existing, Originally reported in Alpha 17.0 b221 Experimental. ADDED: code responsible from 17.1b9

Bug Description: OptionsFieldOfViewNew is not being applied as expected and only changes when using Console Command of 'sg OptionsFieldOfViewNew 90'

Reproduce steps:

1) Edit Useroptions.ini changing OptionsFieldOfView and OptionsFieldOfViewNew to 90

2) Start game

3) Press F1

4) Type 'getoptions' without quotes and hit enter

5) start a game with rights to issue sg command in game (SP, server admin, etc)

6) issue command 'sg OptionFieldOfViewNew <value>' multiple times with different values and watch the FOV change

Actual result: OptionsFieldOfViewNew remains at default of 65 (OptionsFieldOfView correctly shows as 90, but that is not used in game anymore for FOV).

Expected result: OptionsFieldOfViewNew should be 90 as set in the UserOptions.ini per the following posts: https://7daystodie.com/forums/showthread.php?74084-Developer-Discussions-Alpha-17&p=901417&viewfull=1#post901417

https://7daystodie.com/forums/showthread.php?74084-Developer-Discussions-Alpha-17&p=901436&viewfull=1#post901436

Checking the code reveals UserOptions.ini is not accessing the Preference 'OptionsFieldOfViewNew' in code -- HOWEVER, 'OptionsFieldOfViewNew' is the one being applied to the Camera:

UserOptions INI access - does not have OptionsFieldOfViewNew:

Code:
public GamePrefs()
{
   this.UserIniOptions = new List<string> { 
       "OptionsAmbientVolumeLevel", "OptionsMusicVolumeLevel", "OptionsMicVolumeLevel", "OptionsVoiceVolumeLevel", "OptionsOverallAudioVolumeLevel", "OptionsVoiceChatEnabled", "OptionsWaterQuality", "OptionsSSAO", "OptionsViewDistance", "OptionsShadowDistance", "OptionsResolution", "OptionsVsync", "OptionsAA", "OptionsLODDistance", "OptionsFieldOfView", "OptionsTextureQuality", 
       "OptionsReflectionQuality", "OptionsReflectionRefreshRate", "OptionsReflectionCullList", "OptionsReflectionFarClip", "OptionsReflectionShadowDistance", "OptionsReflectionBounces", "OptionsReflectionTimeSlicingMode", "OptionsReflectionRefreshMode", "OptionsTreeQuality", "OptionsGrassDistance", "OptionsMotionBlur", "OptionsGraphicsQuality", "OptionsSunShafts", "OptionsDOF", "OptionsReflectedShadows", "OptionsHudSize", 
       "OptionsHudOpacity", "OptionsShowCrosshair", "OptionsShowCompass", "OptionsBackgroundGlobalOpacity", "OptionsForegroundGlobalOpacity", "OptionsGamma", "OptionsWaterParticleLimiter", "OptionsUMATextureQuality", "OptionsMouseSensitivity", "OptionsInvertMouse", "OptionsAllowController", "OptionsTempCelsius", "OptionsInterfaceSensitivity", "OptionsControllerVibration"
    };
   this.OldUserOptions = new List<EnumGamePrefs> { 8, 0x6a, 0x72, 0x73, 0x74 };
   this.propertyValues = new object[0xa4];
}[/noparse]
Here it applies the option to the camera and note it uses OptionsFieldOfViewNew:

Code:
public static void ApplyCameraOptions(EntityPlayerLocal _playerLocal = null)
{
   Camera[] componentsInChildren;
   bool @bool = GamePrefs.GetBool(EnumGamePrefs.OptionsBloom);
   bool flag2 = GamePrefs.GetBool(EnumGamePrefs.OptionsSSAO);
   int @int = GamePrefs.GetInt(EnumGamePrefs.OptionsAA);
   bool flag3 = GamePrefs.GetBool(EnumGamePrefs.OptionsSunShafts);
   bool flag4 = GamePrefs.GetBool(EnumGamePrefs.OptionsDOF);
   float num2 = 9.5f;
   switch (GamePrefs.GetInt(EnumGamePrefs.OptionsViewDistance))
   {
       case 8:
       case 9:
       case 10:
       case 11:
       case 12:
           num2 = 9.5f;
           break;

       default:
           num2 = 0f;
           break;
   }
   Shader.SetGlobalFloat("_MinDistantMip", num2);
   if (_playerLocal != null)
   {
       componentsInChildren = _playerLocal.GetComponentsInChildren<Camera>();
   }
   else
   {
       componentsInChildren = Camera.allCameras;
   }
   for (int i = 0; i < componentsInChildren.Length; i++)
   {
       if ((componentsInChildren[i].cullingMask & 0x1000) == 0)
       {
           Antialiasing component = componentsInChildren[i].GetComponent<Antialiasing>();
           if (component != null)
           {
               component.enabled = @int > 0;
               if (@int > 0)
               {
                   component.mode = AAMode.FXAA2;
               }
           }
           MonoBehaviour behaviour = componentsInChildren[i].GetComponent<Bloom>();
           if (behaviour != null)
           {
               behaviour.enabled = true;
           }
           MonoBehaviour behaviour2 = componentsInChildren[i].GetComponent<ScreenSpaceAmbientOcclusion>();
           if (behaviour2 != null)
           {
               behaviour2.enabled = flag2;
           }
           if (componentsInChildren[i].name != "WeaponCamera")
           {
               MonoBehaviour behaviour3 = componentsInChildren[i].GetComponent<DepthOfField>();
               if (behaviour3 != null)
               {
                   behaviour3.enabled = flag4;
               }
           }
           MonoBehaviour behaviour4 = componentsInChildren[i].GetComponent<SunShafts>();
           if (behaviour4 != null)
           {
               behaviour4.enabled = flag3;
           }
           ImageEffectManager manager = componentsInChildren[i].GetComponent<ImageEffectManager>();
           if (manager != null)
           {
               manager.enabled = true;
               manager.DisableEffectGroup("Tonemapping");
           }
           componentsInChildren[i].allowHDR = GamePrefs.GetBool(EnumGamePrefs.OptionsDeferredLighting);
           int num5 = !GamePrefs.GetBool(EnumGamePrefs.DebugMenuEnabled) ? Constants.cDefaultCameraFieldOfView : GamePrefs.GetInt(EnumGamePrefs.OptionsFieldOfViewNew);
           if (componentsInChildren[i].transform.name != "WeaponCamera")
           {
               componentsInChildren[i].fieldOfView = num5;
           }
           else
           {
               componentsInChildren[i].fieldOfView = 45f;
           }
           if (componentsInChildren[i].transform.name != "WeaponCamera")
           {
               componentsInChildren[i].renderingPath = RenderingPath.DeferredShading;
           }
           else
           {
               componentsInChildren[i].renderingPath = RenderingPath.DeferredShading;
           }
           if (componentsInChildren[i].transform.name != "WeaponCamera")
           {
               componentsInChildren[i].farClipPlane = 2000f;
           }
           else
           {
               componentsInChildren[i].farClipPlane = 10f;
           }
       }
   }
}
 
Last edited by a moderator:
Mechanic Bug XP-Share

Summary: Multiplayer XP-Share not working on killing an enemy with fire (e.g. Molotov, Burning Shaft Mod)

Version: Alpha 17.1 b9 Stable (Also in Alpha 17 Stable)

Platform: PC

OS/Version: Windows

Game mode: mp client RWG

Did you wipe old saves? Yes

Did you start a new game? Yes

Did you validate your files? Yes

Are you using any mods? No

EAC ON

Status: Since Alpha 17

Bug Description: When killing an zombie with a molotov or let them burn down from the "burning shaft mod" the gained xp will not be shared with the party unlike "normal" zombie kills with any kind of weapon.

Reproduce steps: Get into a party, get a zombie and kill it with a molotov.

Actual result: Only the person who throws the molotov/sets the zombie on fire gets the XP for the kill not the other person in that party.

Expected result: XP-Share like any other zombie kill.

Thank you, verified and reported.


-Hated

 
Last edited by a moderator:
Summary: Retracting Stock gun mod has no effect

Version: 17.1 b9 (and all previous builds it would seem)

Platform: PC

OS/Version: Windows

Game mode, SP

Did you wipe old saves? yes (N/A)

Did you start a new game? yes (N/A)

Did you validate your files? yes (N/A)

Are you using any mods? no (N/A)

EAC on or off ? on (N/A)

Status: NEW

Bug Description: Retracting Stock gun mod has no actual effects, description states "Improves weapon handling while moving or firing from the hip because the weapon becomes more manageable in close quarters", but looking at the item_modifiers.xml there is nothing in the effect_group

Reproduce steps: Start a game, get a lvl2+ gun, get retracting stock mod, insert, see no change in stats. exit game, open Notepad++ (or your chosen text editor) open the item_modifiers.xml file and search for "modGunRetractingStock", witness no code in the effect_group node.... optionally cry if you bought this mod from a trader

Actual result: Retracting Stock mod has no effects:

Code:
	<item_modifier name="modGunRetractingStock" installable_tags="stock" modifier_tags="stocks" type="attachment">
	<property name="Stacknumber" value="1"/>

	[b]<effect_group tiered="false">
	</effect_group>[/b]
	<property name="PickupJournalEntry" value="augmentGunsTip"/>
</item_modifier>
Expected result: Retracting Stock mod should do as the description states, possibly using an effect like this or similar:

Code:
<passive_effect name="WeaponHandling" operation="perc_add" value="0.15" tags="walking"/>
<passive_effect name="SpreadMultiplierWalking" operation="perc_add" value="-.2"/>

Thank you, verified and reported, man i feel for you. :-|


-Hated

 
Last edited by a moderator:
Summary: pressure plate killing FPS

Version:

Platform: (PC)

OS/Version: Windows

Game mode, sp (NAV)

Did you wipe old saves? (yes)

Did you start a new game? (Yes)

Did you validate your files? (Yes)

Are you using any mods? (No)

EAC off

Status: NEW?

Bug Description: I have ~55 FPS step on a pressure plate it drops to 9FPS

Reproduce steps:

place pressure plate even if not activating anything and my FPS drops and game locks up each time.

1) place pressure plate

2) step on plate walking

3) see a big FPS spike character stops moving for a second

Actual result: (place pressure plate even if not activating anything and my FPS drops and game locks up each time.)

Expected result: (Walk over pressure plate and not experience massive FPS drop and character not freezing up for a second)

 
Summary: After dieing 5 Sec. encumbered, 5 Sec. not

Version: 17.1 B9 Stable

Platform: PC

OS/Version: Windows 10 Pro

Game mode: RWG-MP (5 Players) on G-Portal Server

Did you wipe old saves? Complete Reinstall on server and clients

Did you start a new game? Yes

Did you validate your files? Complete Reinstall on server and clients

Are you using any mods? No

EAC: On

Status: NEW again, has already been a bug in A 17.0 E

Bug Description: After dieing, with empty backpack, every player on our server gets the encumbered debuff, 5 Sec. on, 5 Sec. off. Solving only by relogging.

Relogging every time you die? Thats what you call stable? Really?

 
Summary: Hunger, Thirst and Stamina caps not working

Version: 17.1

Platform: PC

OS/Version: Windows

Game mode: RWG

Did you wipe old saves? Yes

Did you start a new game? Yes

Did you validate your files? Yes

Are you using any mods? No

EAC on or off ? Yes

Status: NEW

Bug Description: You know how hunger affects the maximum stamina cap? Well, eating for some reason doesn't seem to be satisfying hunger. Tried eating everything I can but hunger isn't being satisfied and the stamina cap continues to drop. And the thirst mechanic isn't working either: hydration levels don't go down and thirst continues to rise well after 100%.

Reproduce steps: Unsure. Started happening when I first installed Alpha 17.1 and played on a sorta new RWG map I started playing as soon as A17 came out. It was up to day 8 @ approx 9:00 with a day cycle of 120 minutes.

Note: Forum member Exxodous is also experiencing the same issue.

 
Summary: Desert Night Temperature

Version: Alpha 17.1b9

Platform: PC

OS/Version: Windows

Game mode, SP random world

Did you wipe old saves? yes

Did you start a new game? yes

Did you validate your files? yes

Are you using any mods? no

EAC on or off ? yes

Status: NEW

Bug Description:

I have main base in desert.

At night the temperature feels like 120+ degrees Fahrenheit while naked.

During the day it feels like 103 while naked.

It seems like the expected day night desert temperature variation is backwards.

From my experience with deserts, it gets surprisingly cold during the night and unbelievably hot during the day.

 
This is from the weathersurvival.xml, if this is the correct xml file, perhaps the game does not consider if the sun is in the sky (or much of anything else)

<?xml version="1.0" encoding="UTF-8"?>

<!-- Weather survival tuning values-->

-<weathersurvival>

<!-- Degrees per second in which heat the player generates from melee actions dissapates -->

<property value="0" name="GeneratedHeatDecayRate"/>

<!-- How much the player heats when doing melee actions that consume stamina. -->

<property value="0" name="DegreesPerPointOfStaminaUsed"/>

<!-- Maximum amount of heat that the player can generate from melee actions -->

<property value="0" name="MaxGeneratedHeat"/>

<!-- From 0-1 how much do you have to be surrounded before being considered "inside" -->

<property value="0.15" name="EnclosureDetectionThreshold"/>

<!-- How quickly in second it takes you to become fully soaked from rainfall -->

<!-- If players core temp is below this value they will not dry off. -->

<property value="0" name="DryTempCutoff"/>

<!-- How much change you feel in the outside air temperature when you are 100% wet. -->

<property value="0" name="OutsideTempChangeWhenInSun"/>

<!-- How much 100% cloud cover can affect how much the sun warms you. -->

<property value="0" name="OutsideTempChangeWhenInSunCloudScale"/>

<!-- How much the temp changes when you run. -->

<property value="0" name="OutsideTempShiftWhenRunning"/>

<!-- How much the temp changes when you walk. -->

<property value="0" name="OutsideTempShiftWhenWalking"/>

<!-- How much the temp changes when you are idle. -->

<property value="0" name="OutsideTempShiftWhenIdle"/>

<TemperatureHeight addDegrees="0" height="0"/>

</weathersurvival>
 
Last edited by a moderator:
Summary: Flagstone Wedge Steep Corner Top - bug

Version: Alpha 17.1 b9 Stable

Platform: PC

OS/Version: Windows 10 64bit

Game mode: any

Did you wipe old saves? (yes/No): Yes

Did you start a new game? (Yes/No): Yes

Did you validate your files? (Yes/No): Yes

Are you using any mods? (yes/No): No

EAC on or off ?: Off

Status: New

Bug Description: Flagstone Wedge Steep Corner Top's can be used to make any other block Invisible and able to passtrough, while block still physically in the game.

Reproduce steps:

1) craft Cobblestone, Put Flagstone Wedge Steep Corner top on any Material Block with the bottom of the block, Wall, Floor , any building etc.

2) Block becomes invisible and passtrough is now possible.(u can even walk inside walls and shoot and atttack from this position with ease)

Actual result: Placing a Flagstone Wedge Steep Corner Top on any block with bottom of the block and it become invisible + able to passtrough.

Expected result: Expect Flagstone Wedge Steep Corner Top to not make any block invisible + able to passtrough like a ghost.

Gif : https://imgur.com/a/y9qYyXi

***************************************

 


(edit added comment by
QA Tester-unholyjoe)

 


already reported and fixed for a future patch


 


thanks
:)

 


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Last edited by a moderator:
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