PC Alpha 17 Stable B240 bug reporting thread

No dtm.tga heightmaps exist or are generated [Mac OS X]

Summary: No dtm.tga heightmaps exist or are generated [Mac OS X]

Version: Alpha 17 Stable B240

Platform: Mac

OS/Version: Mac OS X 10.11.6

Game mode: SP RWG and 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 on

Status: NEW

Bug Description: No dtm.tga file is included with Navezgane, and none are generated when using the RWG.

Reproduce steps:

1) Look in Navezgane world folder. No dtm.tga.

2) Use RWG to create world. No dtm.tga file is generated.

Actual result: No dtm.tga file is generated.

Expected result(s):

1) dtm.tga file should exist in Navezgane folder.

2) dtm.tga file should be generated in new RWG world folders.

Other:
Custom worlds can now be added by creating a heightmap etc. Just look at Navezgane for a full example. You don’t have to create a dtm.raw, this is automatically created from dtm.tga when not present.
You need to add a log to this report.


- Sylen


Log: https://pastebin.com/fheeqZek

 
Last edited by a moderator:
nothing game breaking

Summary: error in log file

Version: A17B240

Platform: (PC

OS/Version: Windows

Game mode, 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 ? on

Status: NEW

getting spammed with

2018-12-23T19:24:12 100323.573 INF Missing paint ID XML entry: 76 for block 'scrapIronWedge'

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(edit added comment by QA Tester-unholyjoe)


 


hey ozz,



where were you at when this happened? maybe add the output log too.


 


hopefully you were in or near a prefab that had the error and we can catch it or it may end up being a shy one off.


 


thanks
:)

 


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Last edited by a moderator:
nothing game breaking
Summary: error in log file

Version: A17B240

Platform: (PC

OS/Version: Windows

Game mode, 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 ? on

Status: NEW

getting spammed with

2018-12-23T19:24:12 100323.573 INF Missing paint ID XML entry: 76 for block 'scrapIronWedge'
And no log?

 
Item loses when drag them out but not put back just holding it

Summary: Bug lost from stronage box

Version: 270 STABLE

Platform: PC

OS/Version: Windows

Game mode, both

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: when you drag a item from "storage box" and "secure storage box" "also "outside lootable car boxes trash cans weapon cases everything that lootable" (no matter locked or unlocked box)trying to split them but hit exit before you split the item will not back into box or into your inventory or belt , it just disappeared not on ground as well

but fine with forges workstations

- - - Updated - - -

Summary: Bug lost from stronage box

Version: 270 STABLE

Platform: PC

OS/Version: Windows

Game mode, both

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: when you drag a item from "storage box" and "secure storage box" "also "outside lootable car boxes trash cans weapon cases everything that lootable" (no matter locked or unlocked box)trying to split them but hit exit before you split the item will not back into box or into your inventory or belt , it just disappeared not on ground as well

but fine with forges workstations

 
Can't place blocks on trees

Summary: unable to place blocks on trees

Version: A17 Experimental B240

Platform: PC

OS/Version: Windows 10

Game mode: sp, client, Navezgane

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:

Reproduce steps:

Take any block and try to place it on the side of a tree trunk.

Actual result:

You can't. The trunk acts like it is invisible.

However if you build around the tree, from the ground up, next to the trunk, and then remove the blocks on the ground. The blocks actually remain attached to the tree.

Expected result:

You can place blocks on trees.

FdaqFus.jpg


Notice how blocks remain attached, but I can't place new ones on the trunk.

 
Summary: Jittery Character Movement

Version: B240 Stable

Platform: PC

OS/Version: Windows 10

Game mode: Single Player and Multiplayer on any type of Map

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: NEW(Possibly OLD)

Bug Description:

When looking at 45 degree to the ground and moving in any direction you can notice that camera movement is not smooth.

Its very noticeable at high fps and monitors that have higher refresh rate than 60hz.

Video(Video Settings included):

DxDiag link: https://pastebin.com/5k8WBVF9

Reproduce steps:

Join any game mode.

Have at least 60fps.

Move with character and look to the ground at 45 degree angle.

PS: By searching forums i found that there was similar bug(link) few years ago which was similar but with weapon animations when moving camera, yet two days ago finally someone posted same issue but without any evidence.

It seems the more fps you have the easier its to see that jitterness. Feels like if the character movement tied to certain frames.

At first when joined A17 i haven't noticed it until my friend told me that games feel laggy by looking to the ground. Now i cant unsee this... help...

Previous guy post: 1st Post

2nd Post

 
Last edited by a moderator:
How can you call this stable when it crashes every 20min on Mac OS?!

Agreed! This is a joke. Ever since A17 this has happened.It didn't happen in ANY other build, and I have been playing since the beginning!!

The A17 build(s) crash at about 20 minutes for connected server games, and sometimes you can play for ~30 minutes in a local game with no one else connected.
I've found a workaround for this issue.

 
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Thanks for the stable update guys ;) Take some break for the holidays, looking foward A17.1 next year :)

P.S I have only one issue... IN RWG buidlings are very repeatable, only "waterworks" and "radio towers"

Seed: Halos

Thanks.

 
Summary: Random Radioactive Zone In Forest Biome Also Not Shown on Map

Version: A17 B240

Platform: PC

OS/Version: Windows 10

Game mode: SP RGW

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: Since A17 b197

Bug Description: I created a new world today and walked through the forest biome, until out of the blue I started getting radioactive poisoning and had to run away a good bunch to stop getting hurt. The radioactive zone didn't show on the map either, it was usually red in A16 I remember, while here it is just shown as normal forest biome.

I am not sure if this is intended, but this isn't the first time it happens.

Unfortunately I no longer have access to the map so I can't give coordinates to reproduce the steps, I'm really sorry about that. Nonetheless, I am not sure if this is intended, so I am reporting this happens in RGW.

Reproduce steps:

Unfortunately I deleted the save without thinking of the fact it could come in handy for reproducing the steps...should it happen again, I'll make sure to provide more details.

Actual result: Sudden radiation poisoning in forest biome with no warning, and radioactive area not shown on the map.

Expected result: No radiation poisoning outside of radioactive zones, or at least seeing the radioactive zone on the map to avoid stumbling upon the deadly zone.

 
Summary: Typo in rwgmixer.xml

Version: B240

Platform: PC

OS/Version: Windows 10

Status: NEW

Bug Description: There is a typo in rwgmixer.xml

<prefab_rule name="storeGroup">

<prefab name="store_gun_lg_01" prob="0.2"/>

<prefab name="store_hardware_lg_01" prob="0.2"/>

<prefab name="store_book_lg_01" prob="0.2"/>

<prefab name="store_grocery_lg_01" prob="0.2"/>

<prefab name="store_bank_lg_01" porb="0.2"/>

<prefab name="store_laundry_01" prob="0.2" />

<prefab name="store_salon" prob="0.2" />

<prefab name="store_gun_sm_01" prob="0.21"/>

<prefab name="store_book_sm_01" prob="0.22"/>

<prefab name="store_autoparts_01" prob="0.23"/>

<prefab name="store_hardware_sm_01" prob="0.24"/>

<prefab name="store_grocery_sm_01" prob="0.25"/>

<prefab name="store_pharmacy_sm_01" />

</prefab_rule>

EDIT:

Prefab vacant_lot_05 exist in prefab folder, but missing in rwgmixer.xml

<prefab_rule name="industrial_JunkyardsLots">

<prefab name="vacant_lot_01" prob="0.18"/>

<prefab name="vacant_lot_02" prob="0.18"/>

<prefab name="vacant_lot_03" prob="0.18"/>

<prefab name="vacant_lot_04" prob="0.18"/>

<prefab name="mp_waste_sewer_hole_1" prob="0.18"/>

Edit2:

Prefab warehouse_01 exist in prefab folder, but missing in rwgmixer.xml

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

 


(edit added comment by QA Tester-unholyjoe)


 


typo tested confirmed and reported


 


the vacant lots are in the rwg mixer... so what am i missing?


 


thanks
:)

 


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





EDIT @ Unholyjoe

Thought that because there are 'vacant_lot_05' files in the prefabs folder, they ought to be found somewhere in the rwgmixer.xml ?


not always but will check...





 
Last edited by a moderator:
Summary: Typo in rwgmixer.xml

Version: B240

Platform: PC

OS/Version: Windows 10

Status: NEW

Bug Description: There is another typo in rwgmixer.xml (without effect, because consequently misspelled ;-) )

Guess it should be Fields

<prefab_rule name="crop_Feilds">

<prefab name="cornfield_sm" prob="0.35"/>

<prefab name="cornfield_med" prob="0.35"/>

<prefab name="blueberryfield_sm" prob="0.35"/>

<prefab name="potatofield_sm" />

</prefab_rule>

<prefab_rule name="ruralGroup">

<prefab rule="crop_Feilds" max_count="2"/>

<prefab rule="barns" max_count="2"/>

<prefab rule="waterTowers_Ponds" max_count="2"/>

<prefab rule="oldwest_bldgs" max_count="2"/>

<prefab rule="armyCamps" max_count="2"/>

</prefab_rule>

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

 


(edit added comment by QA Tester-unholyjoe)


 


confirmed and reported


 


thanks
:)

 


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





 
Last edited by a moderator:
I might have found the problem with the food poisoning risk on the lamb showing 0% when the xml says it's 5%. If you compare the chicken and lamb cans:

<item name="foodCanChicken">

<property name="Extends" value="foodCanBeef"/>

<effect_group tiered="false">

<triggered_effect trigger="onSelfPrimaryActionEnd" action="ModifyCVar" cvar="foodAmount" operation="add" value="15"/>

<!-- <triggered_effect trigger="onSelfPrimaryActionEnd" action="ModifyCVar" cvar="foodPerkDisplay" operation="add" value="@foodSatiationPSec"/> -->

<triggered_effect trigger="onSelfPrimaryActionEnd" action="ModifyCVar" cvar="foodHealthAmount" operation="add" value="7"/>

<triggered_effect trigger="onSelfPrimaryActionEnd" action="AddBuff" target="self" buff="buffProcessConsumables"/>

<triggered_effect trigger="onSelfPrimaryActionEnd" action="AddBuff" target="self" buff="buffIllFoodPoisoning0">

<requirement name="RandomRoll" seed_type="Random" target="self" min_max="0,100" operation="LTE" value="5"/>

</triggered_effect>


<display_value name="FoodPoisoningRisk" value=".05" />


</effect_group>

</item>

<item name="foodCanLamb">

<property name="Extends" value="foodCanBeef"/>

<effect_group tiered="false">

<triggered_effect trigger="onSelfPrimaryActionEnd" action="ModifyCVar" cvar="foodAmount" operation="add" value="15"/>

<!-- <triggered_effect trigger="onSelfPrimaryActionEnd" action="ModifyCVar" cvar="foodPerkDisplay" operation="add" value="@foodSatiationPSec"/> -->

<triggered_effect trigger="onSelfPrimaryActionEnd" action="ModifyCVar" cvar="foodHealthAmount" operation="add" value="7"/>

<triggered_effect trigger="onSelfPrimaryActionEnd" action="AddBuff" target="self" buff="buffProcessConsumables"/>

<triggered_effect trigger="onSelfPrimaryActionEnd" action="AddBuff" target="self" buff="buffIllFoodPoisoning0">

<requirement name="RandomRoll" seed_type="Random" target="self" min_max="0,100" operation="LTE" value="5"/>

<display_value name="FoodPoisoningRisk" value=".05" />


</triggered_effect>


</effect_group>

</item>

FoodPoisoningRisk is inside the triggered_effect block, but not for chicken. The game is probably looking for the display name value outside of this block, so doesn't use the value.

 
Summary: Player movement actions (run, walk, climb) continue long after keys have stopped being pressed.

Version: A17 - B240 (Note: was in previous experimental builds as well, at least as far back as A17 - B208)

Platform: PC

OS/Version: Linux (Ubuntu 18.04.1 LTS)

Game mode: Single player on local system in NAV

Did you wipe old saves? Yes

Did you start a new game? Yes

Did you validate your files? Yes. Validation successful

Are you using any mods? No

EAC on or off ?: ON

Status: This was reported in a previous post by me in "A17 - B208" as post #694. I'm reporting this again (I feel a little silly reporting this :) ) to provide additional information as there may be a basic "workaround", or at least some helpful info should anyone find this.

Bug Description:

Player movement continues in the "last direction moved" after user releases keys or moves in other directions for an extended time.

Reproduce steps:

See post by me in "A17 - B208" as post #694 for details -> https://7daystodie.com/forums/showthread.php?96766-Alpha-17-Experimental-B208-bug-reporting-thread&p=897893#post897893

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

**** BEGIN ADDITIONAL INFORMATION / ?WORKAROUND? ****

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

Summary:

The "workaround" may be to *not* expect similar graphics settings as you were using on A16. Try lowering it a *lot* and see if it helps. Kinda obvious, and I've seen many people talking about their fps being low(er) on A17 vs A16, but I've only seen a few bug posts complain about the "sticking keys" issue on A17 (seems like only Linux users) so maybe there is something additionally occurring only Linux? I actually hope there's an actual bug somewhere :) . I was not expecting how much more this difference was on my system between A16 and A17 so I was not setting my graphics low enough to compensate and I was seeing the odd player "queuing movement/sticking keys" occurring.

In the previous A16:

I played the game (easily) on my machine in full screen mode at the built-in "medium" resolution (all other video settings the defaults). Putting it into "high" resolution caused infrequent crashes/freezes which is why I chose "medium".

In A17:

I can play the game on "high" resolution at 20 fps as long as there are no buildings nearby (like, in the desert). The "stuck inputs" issue is very light but manageable (player may move for an additional 1-2 sec after keys are let up). When I get to a city with a Dishong Tower, the "stuck keys" issue becomes very bad. I actually manged to go 1/2 way *around* the outside of Dishong tower without pressing any movement keys (after running up to it). Additionally, frame rate drops a little (about 15 fps) and movement is jittery. This would expected on a taxed system but the other actual game "movement" (like zombies) looks normal (not slowed down look/feel by a struggling graphics card/CPU). When I set it on "medium" graphics settings the key input lagging/sticking still an issue (it's still not very playable when trying to loot or fight/run from Z's) but its not as bad as on the "high" though its very close. Putting graphics into "low" the issue is even less noticeable. I was able to get it into a "playable" state where it felt more like the old a16 release by putting it on "medium", lowering a few things to make it a "custom setting", and also significantly lowering the screen resolution. At these settings I'm getting ~35 fps in the city near the Dishong tower I'm at. It doesn't look very pretty though :( . If I put it on the "low" graphics setting and at the lower the screen resolution to what worked on my "custom" setting the issue goes away completely.

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

**** END ADDITIONAL INFORMATION / ?WORKAROUND? ****

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

Actual result:

Character movements appear to queue up the longer you hold down movement keys.

Expected result:

Character movement actions do not build up and execute many seconds after performing them. Movement in multiple directions is responsive to keypresses in near real time.

 
Placed sleeping bag on small roof top, never left roof top, turned around and sleeper sleeping on my sleeping bag. Come on now...

When I killed him the lower half of his body then fell through the concrete, while the upper half remained upright.

Jesus, I wrote this and then turned around and yet another sleeper behind me.

 
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Some details

Summary:

1) snow terain cover in trader

2) Great quality crafting item "6"

3) Lamb in can is "Food poisoning 0" but poisoning

4) item from belt not go out.

5) second for molted big item

Version: B240

Platform: PC

OS/Version: w10 x64

Game mode sp

Did you wipe old saves? No

Did you start a new game? Yes

Did you validate your files? No

Are you using any mods? No

EAC on or off ? Yes

Bug Description:

1) Snow covering more blocks in trader place (1st image)

2) when i have intellect "8" than crafting item lvl 6 (2nd image)

3) Can "Lamb Rations" is writed with Food poisoning 0, but in one time see bad head in status :) (3rd image)

4) Item from belt dont go move or splitting with right click (4,5 th image)

5) If is it bug :) , than is it in a16 too - forge is burning and when have in forge iron or something and changing with something with more time, than time not changing for this one item - big item is melted per second :) .

https://ibb.co/sCrtFN1

https://ibb.co/rt3zJFw

https://ibb.co/XXwR2ND

https://ibb.co/pf3PqNb

https://ibb.co/8KQ3H9k

Sorry for my poor english language ...

 
Version: B240

Platform: PC

OS/Version: w10 x64

Game mode sp

When switching between multiple items with the burning shaft mod on them the flame effects will alternate on/off.

Steps to reproduce:

1. Equip multiple items with Burning Shaft mod in slots next to each other.

2. Use scroll wheel to switch between them. The first will have the visual effect, the second will not, the third will, etc...

Steps to fix:

Switch to anything else, switch to desired item with burning shaft

 
Anyone else having problems with the tier 5 quests in the apartment_brick_6flr buildings? The last zombie is nowhere to be found... so it is unable to be cleared. Yes, I have checked the roof, several times.... I have even destroyed the 3 floors around the spot indicated...

 
Last edited by a moderator:
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