PC Alpha 17.1 B9 Stable bug reporting thread

Water <> Surface

Summary: Logging out in water (player made; e.g. underground) logs a player back in on surface

Version: A17.1 stable

Platform: PC

OS/Version: Windows/Linux

Game mode: solo

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 & yes

EAC on or off ? on

Status: Not seen it so far

Bug Description:

If you place water below ground and log out you will spawn on surface.

https://plays.tv/s/M4Y-72ng_GOl

(video is from a modded server but it works in vanilla SP)

 
Summary: Storage Pocket mod has no effect on some compatible armor pieces
Sorry, I am unable to reproduce this at all, do you have any packmule perks enabled when trying this?


-Hated
Yes, Pack Mule 3/5. If Pack Mule makes these unusable, perhaps that should be noted in the item descriptions.

Edit:

I figured out the problem. Wearing an armor piece with the Storage Pocket attached does not immediately update the backback UI to indicate the newly-unencumbered inventory slots. Closing and reopening the inventory updates the display. So, the mod is working properly, but it might be taken as an issue that the UI *should* update immediately upon wearing the modded armor piece.

 
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Prefab Editor Error, though suspect this is a probably in game error too.

Error in Console:

InvalidCastException: Cannot cast from source type to destination type.

Error from Output Log:

InvalidCastException: Cannot cast from source type to destination type.

at BlockDoorSecure.GetBlockActivationCommands (.WorldBase _world, BlockValue _blockValue, Int32 _clrIdx, Vector3i _blockPos, .EntityAlive _entityFocusing) [0x00000] in <filename unknown>:0

at BlockDoorSecure.GetBlockActivationCommands (.WorldBase _world, BlockValue _blockValue, Int32 _clrIdx, Vector3i _blockPos, .EntityAlive _entityFocusing) [0x00000] in <filename unknown>:0

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

(Filename: Line: -1)

2019-02-05T22:37:38 2107.433 INF Time: 34.85m FPS: 45.86 Heap: 344.0MB Max: 363.7MB Chunks: 99 CGO: 63 Ply: 1 Zom: 0 Ent: 1 (1) Items: 0 CO: 1 RSS: 1929.4MB

InvalidCastException: Cannot cast from source type to destination type.

at BlockDoorSecure.GetBlockActivationCommands (.WorldBase _world, BlockValue _blockValue, Int32 _clrIdx, Vector3i _blockPos, .EntityAlive _entityFocusing) [0x00000] in <filename unknown>:0

at BlockDoorSecure.GetBlockActivationCommands (.WorldBase _world, BlockValue _blockValue, Int32 _clrIdx, Vector3i _blockPos, .EntityAlive _entityFocusing) [0x00000] in <filename unknown>:0

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

(Filename: Line: -1)

InvalidCastException: Cannot cast from source type to destination type.

at BlockDoorSecure.GetBlockActivationCommands (.WorldBase _world, BlockValue _blockValue, Int32 _clrIdx, Vector3i _blockPos, .EntityAlive _entityFocusing) [0x00000] in <filename unknown>:0

at BlockDoorSecure.GetBlockActivationCommands (.WorldBase _world, BlockValue _blockValue, Int32 _clrIdx, Vector3i _blockPos, .EntityAlive _entityFocusing) [0x00000] in <filename unknown>:0

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

(Filename: Line: -1)

2019-02-05T22:38:08 2137.437 INF Time: 35.35m FPS: 42.13 Heap: 352.6MB Max: 363.7MB Chunks: 99 CGO: 63 Ply: 1 Zom: 0 Ent: 1 (1) Items: 0 CO: 1 RSS: 1935.1MB

Error Reproduction:

To reproduce the error please download and open the prefab from the link below. Pille and I both were able to generate this error from the prefab noted below.

1. Load up the prefab.

2. Go to the room with the 4 vending machines.

3. Go to the garage door.

4. Look at the screen shot provided below and move your mouse over the block that is selected in the screen shot.

Screenshot

Direct Prefab Download

Special Note: When testing, if you TP 20 0 0, you'll hop away from focusing on the block and you'll be able to test again.

The fix for this Prefab was to remove the two zombies from behind the garage door, closest to the garage door.

 
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is the customized fittings mod supposed to display the stamina/s on the armor when it is equipped? or does it just apply to the overall character...or is it bugged.

I applied to to a piece of armor...say a mining helmet that was -0.57 stam/sec. when the mod of +0.05 stam/sec was added, the armor's numbers didn't change to show the difference ie -0.53 it still said -0.57

Also, why is a mining helmet 8 Armor level whereas a military helmet is only 6 armor.

 
Summary: Decription for paint regarding books is wrong

Version: A17.1(B9) Stable

Platform: PC

OS/Version: Windows 10

Game mode,: MP client on dedi - RWG

Did you wipe old saves? N - Continued map from 17 b240

Did you start a new game? N - Continued map from 17 b240

Are you using any mods? CPM (this mod is for commands, it does not affect anything else)

EAC on or off ? ON

Status: NEW

Bug Description: The description for paint states, "You can find books to learn new patterns."

Reproduce steps: Open up crafting menu, search for paint, read the description.

Actual result: Paint description regarding books is wrong.

Expected result: Paint description to have no reference to books.

https://imgur.com/a/fVE5LE8

Pastebin link , https://pastebin.com/ETrqXHdY

 
Summary: bookcase missing from paint menu

Version: 17.1 b9

Did you wipe old saves? y

Did you start a new game? y

Did you validate your files? y

Are you using any mods? n

EAC on or off ? y

Description: the bookcase paint is missing from the paint menu, i have learned all the books, and even tried with the dev paint brush.

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

Summary: sink paints incorrectly

Version: 17.1 b9

Did you wipe old saves? y

Did you start a new game? y

Did you validate your files? y

Are you using any mods? n

EAC on or off ? y

Description: when you paint a sink top, the sink basin looks all weird, rather than having depth.

 
Summary: Landclaim Block keeps deactivating

Version: 17.1 b9

Did you wipe old saves? y

Did you start a new game? y

Did you validate your files? y

Are you using any mods? n

EAC on or off ? off

Almost Every time I leave the game and have been gone for a day or 2 .. the Landclaim block stops working and my Sleeping bag is almost right next to it .. But I have Zombies that have respawned in the (POI) Base .. and .. 1 always next to the sleeping bag .. I've restarted several times now it still happens.

Also, if anyone reads this .. When will the RGW be fixed?? Just wondering

Thank you for a great game .. have over 3500 hrs in it .. Vanilla and Modded … the Old Gamer .. :02.47-tranquillity:

 
Summary: You get paint added to your inventory when selling a paintbrush to a trader

Version: a17.1 b9

Platform: PC

OS/Version: Windows

Game mode: All

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 ? On

Status: NEW?

Bug Description:When selling a paintbrush to a trader you get the price from the trader PLUS 156 units of paint.

Reproduce steps: Sell paintbrush to trader

Actual result: You get Dukes PLUS paint

Expected result: Just Dukes, no paint.

EDIT: Not sure if it's relevent, but odd that the paint texture is ALSO 156.

<property name="DefaultTextureID" value="156"/>

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

 


(edit added comment by
QA Tester-unholyjoe)

 


not able to repro this in current a17.2 build. issue appears already addressed.


 

 


thanks
:)

 


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





 
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Summary: Random Map Generator using excessive memory/RAM (RWG Memory leak).

Version: 17.1 b9 (Stable)

Platform: PC

OS/Version: Windows

Game mode: SP (RWG)

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: On

Status: NEW

Bug Description:

The Random Map Generator can use over 23G of RAM to generate a 16k map.

It would appear that the generator is not releasing used memory after each stage of the map generation (even after outputting data to storage) and is instead keeping everything in RAM.

Reproduction steps:

Generate a 16k x 16k map. Monitor RAM usage.

Actual result:

Irregardless of the map size being generated, the map generator does not free up whatever memory has been utilized for the map generation phases and will instead, continue to consume RAM without freeing up whatever is no longer needed.

A 16k map requires over 23G of RAM to successfully generate.

Expected result:

Memory usage should drop after each map generation phase (especially after outputting to storage), provided the subsequent phase(s) do not not require the previous step's data.

Alternatively map data not used for a while should be purged from RAM, then read back from storage when needed. Each main phase of the RWG already outputs the generated data to storage.

A 16k map should use less RAM to generate (i.e. 4-8G given modern computer specs).

 
Summary: Linux based server crash during MP sessions (happened twice)

Version: 17.1 b9

Platform: PC

OS/Version: Linux Server

Game mode: mp on dedi 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 ? off

Status: NEW

Bug Description: If 3 or more players on the server and one logs out server crashes.

Reproduce steps:

Have 3 or more players online and after 30 minutes or so of gameplay one logs out. Server will crash shortly afterward.

Pastbin link: https://pastebin.com/7xhbPUvn (Server Log)

UPDATE: 2/24/2019 - i suspect this may have been do to using a the LiteNetLib protocol. Not sure though as i have switched over to only using Steam protocol and have not had a crash since.

 
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Hi everyone,Please, are anyone of you experiencing crashes and freezes in the middle of the game?
I freeze and sound continues requiring either a hard reset or ctrl alt delete and signing out of windows and back in again to do anything again. Cannot access task manager, alt tab or move mouse (unless ctrl alt delete and then only in that screen to choose sign out). Alt f4 does nothing. Opening task manager loadsbehind the game and is unaccessible. All my other windows also stay hidden behind the game. Been trouble shooting for over 5 hours today. I see many references online with the same symptoms but so far nothing the few who solved it did worked. Reinstalled on 3 hard drives, one was ssd. Not been a good day. Has been constant since 17 dropped. I need to gather the info and finally report soon. I was hoping 17.2 would drop and luck out with a solve lol. I am a computer guy and have not needed to report before, I always solve it. This one is a head scratcher. I can lock up and have to sign out and into windows 40 times in a single gaming session with my wife.

 
Summary: Zombies on day 7 behave erratically as if their path finding is broken. They just shamble around aimlessly and don't attack. When enough of them are killed they suddenly wake up and actually start attacking players.

Version: 17.1 stable

Platform: (PC or Mac) PC

OS/Version: Windows/Linux/mac Windows 10

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

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

Did you start a new game? (Yes/No) no, not between 17 and 17.1, but with 17 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: Zombies on day 7 behave erratically as if their path finding is broken. They just shamble around aimlessly and don't attack. When enough of them are killed they suddenly wake up and actually start attacking players. The number of zombies is the default of 60. The number of zombies per player was increased to 16 from 8.

Reproduce steps: Have 4 or 5 players playing on day 7.

Actual result: (description of what is occurring) - zombies shuffle around aimlessly as if their path finding is completely random, or they can't see anybody.

Expected result: (what you expect to occur) - I expect the zombies to attack the nearest or the most noise making player.

More info: I suspect that their is a finite amount of time in which the zombies have to complete their pathfinding and if there are too many zombies and the server struggles to keep up that the pathfinding method is aborted resulting in the zombies just shuffling around aimlessly. Once enough of the zeds have been killed the zombies are able to complete their pathfinding and then suddenly wake up again and start attacking / climbing / jumping.

 
Summary: Some zombies that have been killed still stand around and look alive. Killing them with log spikes may contribute to this. They can still be hit by arrows and rounds, but they never fall over.

Version: 17.1 stable

Platform: (PC or Mac) PC

OS/Version: Windows/Linux/mac Windows 10

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

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

Did you start a new game? (Yes/No) no, not between 17 and 17.1, but with 17 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: Some zombies just don't fall over once they've been killed. They still stand and take damage as if they are still alive. They just don't attack or ever fall over.

Reproduce steps: Kill a lot of zombies and some will keep staying up. Using log spikes may contribute to this.

Actual result: (description of what is occurring) - Some zombies just don't fall over once they've been killed. They still stand and take damage as if they are still alive. They just don't attack or ever fall over.

Expected result: (what you expect to occur) - Once dead, I expect the bodies to collapse. Not to keep looking like they are alive.

 
Summary: Rule 1:Cardio perk has max 30% bonus instead of 50% like in description.

Version: 17.1 stable

Platform: (PC or Mac) PC

OS/Version: Windows/Linux/mac Windows 10

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

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

Line from progression

<passive_effect name="StaminaChangeOT" operation="perc_add" value="0.1,0.3" level="1,5" tags="running"/>

Expected result:

<passive_effect name="StaminaChangeOT" operation="perc_add" value="0.1,0.5" level="1,5" tags="running"/>

 
Version: A17.1 stable

Platform: PC

OS/Version: Windows

entityclasses.xml

lines 2846 and 2847

duplicate entry (except count)

Expected: one of the tags to be "allToolsHarvest"

Actual: both harvest resource femur are tagged as butcherHarvest.

 
Summary: Treasure chest spawned below trader post

Version: 17.1 stable

Platform: (PC or Mac) PC

OS/Version: Windows/Linux/mac Windows 10

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

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

unknown.png


Expected result: Treasure chest should not appear in areas inaccessible to players

 
Summary: Half of my base dissapeared

Version: 17.1 Stable

Platform: PC

OS/Version: Windows10

Game mode, mp host

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 ? om

Status: NEW

Bug Description:

Went to a mission, accepted the mission it was like 2.6km from base... during mission got the belt bug, cant move and lost everything... disconnected with the mission activated... connected again... mission was not cancel but also not actived... canceled the mision at menu, deleting it. went back home and half of the base dissapeared... like a map block/chunk was reset.

20190224184059_1.jpg


20190224184028_1.jpg


 
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