PC Alpha 17 Stable B240 bug reporting thread

Summary: Forge, Chem Station and Workbench timer increases when you close the crafting window and return to the item

Version: Alpha 17

Platform: (PC or Mac) PC

OS/Version: Windows/Linux/mac Windows 8

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

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 ? EAC On

Status: NEW

Bug Description: When you start crafting an item in the forge, chemistry station and workbench, close the crafting window and return to the crafting window, the time left to craft the item increases approximately 120%.

Reproduce steps: Craft an item (EXAMPLES: forged iron, forged steel, glue, steel shovel, steel axe, motorcycle frame and handlebars) in one of the work stations, note the time to finish, close the window and open the window

SCREEN SHOTS

1)20190103160656_1.jpg - BEFORE

2)20190103160747_1.jpg - AFTER

LOG: https://pastebin.com/75sKdxee

Actual result: The time remaining to craft items increases by approximately 120%

Expected result: Time to finish the items does not change

 
Summary: Forge, Chem Station and Workbench timer increases when you close the crafting window and return to the itemVersion: Alpha 17

Platform: (PC or Mac) PC

OS/Version: Windows/Linux/mac Windows 8

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

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 ? EAC On

Status: NEW

Bug Description: When you start crafting an item in the forge, chemistry station and workbench, close the crafting window and return to the crafting window, the time left to craft the item increases approximately 120%.

Reproduce steps: Craft an item (EXAMPLES: forged iron, forged steel, glue, steel shovel, steel axe, motorcycle frame and handlebars) in one of the work stations, note the time to finish, close the window and open the window

SCREEN SHOTS

1)View attachment 26867 - BEFORE

2)View attachment 26868 - AFTER

LOG: https://pastebin.com/75sKdxee

Actual result: The time remaining to craft items increases by approximately 120%

Expected result: Time to finish the items does not change
This can be easily reproduced but thought I would mention.

Closing the station doesn’t seem to respect your perks at all. I have a mod that reduces crafting time by more than default perk levels. It seems to just reset to default no-perk times.

 
Summary: Long wire following player on mp server

Version: a17 b40

Platform: PC

OS/Version: Windows 10

Game mode,: MP client on dedi - RWG

Did you wipe old saves? Y

Did you start a new game? Y

Are you using any mods? CBSM & CPM

EAC on or off ? ON

Status: New

Bug Description: Long wire from wire tool following player on mp server

Reproduce steps:

1) Start game

2) Play on MP server

3) Have another player use wire tool

4) Have them switch rapidly from on tool to the wire tool at the same time using it

5) Long wire begings to follow them

Actual result: Long wire following them

Expected result: Not to have a visual glitch of a wire following them

Output log: https://pastebin.com/7gDWKpwP

Pictures: https://imgur.com/a/tMLRfIV

 
Summary: VEHICULE DISAPPEARING (SP)

Version: Alpha 17 Stable B240

Platform: W10

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 off

Status: OLD

Bug Description: Motorcycle disappearing in SP.

Reproduce steps:

Totaly random. It happened 4 times before B240. On my current play, everything went right for hours (day 50). I parked the motorbike in front of a POI (no quest), left the game, came back, explored the POI then the bike wasn't there anymore. Don't know if it happened after disconnecting or after visiting the POI.

Hope you'll find the bug, it's certainly very hard to reproduce.

Thanks !

 
Summary: 4x4 stuck in tree

Version:A17 B240

Platform: PC

OS/Version: Windows

Game mode, mp host/mp client

Did you wipe old saves? Yes for new build no for bug reproduction

Did you start a new game? Yes for new build no for bug reproduction

Did you validate your files? Yes

Are you using any mods? No

EAC on or off off

Status: NEW

Bug Description:I was driving to trader and took the corner too sharp and caught the tree at the front corner of the traders base and the 4x4 got stuck. It started doing flipps instantly dropping the FPS below 1 lasting about 45 seconds. It resulted in the vehicles durability dropping to 0 and the trees reproduced into many

Reproduce steps:

1)get 4x4

2)got to the corner of trader Bobs where the tree is

3)run into it full speed

4)let it finish doing what it does, it only looks like its going to crash the game. once the durability of the 4x4 drops its all stops.

*note it may also have something to do with the trader being 1 block lower than the surrounding land, I may have been pinched between the tree and the ground

Screenshots:

https://imgur.com/WEQ7r0Q

https://imgur.com/to1mv9R

 
Last edited by a moderator:
Summary: Kill a bunch of (insert quest zombies here)

Version: 240 stable

Platform: PC

OS/Version: Windows10

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

Normal navezgane, mp client(dedicated navezgane server)

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:

During kill "some" zombies(the quest to kill 3 of 5-6) when using DoT weapons, like flame arrows, molotov coctail or flame melee mod the exp for kill is granted exclusively to the player who applied the DoT(no shared party exp) and kill count is not updated if flame deals kill damage

Reproduce steps:

1) Get "Kill a bunch of" quest

2) Go to the area and start the quest

3) Kill all the spawning zombies using flame weapons

Actual result: Exp for kills is granted only for player who's flame damage finished zombie off, kill count is not updated by fire kills.

Expected result: Exp for kills is granted for the party on flame kills and flame kills are counted towards the quest completion

 
Summary: Clear/Retrieve Quest reset after log out

Version: A17 b240

Platform: PC

OS/Version: Win 10

Game mode: sp NAV

Did you wipe old saves? (yes/No) yes, before starting b240 game

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

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

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

EAC on or off ? on

Status: NEW

Bug Description: I started a quest from trader that was a Tier 2 clear area / retrieve supply quest. I retrieved the supplies and cleared most of the house/POI but then night set in. So, I holed up in the attic to await morning. I logged out of the game while in this waiting period.

When I logged back into the game, it now shows "Clear area / Retrieve Supplies - Activate Rally Point - 31 meters". It no longer shows the

green check that I am within the area and the green check to show that I got the supplies. I finished 3 of the levels and I think I had one left to clear to complete the quest. From this message, it seems that I must re-activate the rally point, which will likely restart the quest...

I will save a screen shot of current status. Once I select the rally point, I will update this post. I would expect quest to allow me to finish after

logging out and returning in mid-quest.

Reproduce steps: I have not tried reproducing... But... Start a Tier 2 Clear/Retrieve quest. Complete the retrieval of the satchel and a few levels, but not all of the clear activities. No red zeds left on map. Wait within the POI overnight and log out before morning. Upon logging back into the game the quest status should show that the rally point must be activated again and quest status is lost.A17.0_2019-01-04_09-09-17.jpg

 
Last edited by a moderator:
I activated the rally point and this restarted the quest... I now need to retrieve the supplies/satchel again and clear out the house, again.

See attached screenshot.

A17.0_2019-01-04_09-32-34.jpg

 
Summary: MP Server Crash

Version: 240 stable

Platform: PC

OS/Version: Windows10

Game mode: dedicated RwG Server

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:

the server crashes when restarting, or just does not load so the manual application must be closed.

See logs:

1.)

Fallback handler could not load library E:/RWG/7_Days_RWG_Data/Mono/libcFallback handler could not load library E:/RWG/7_Days_RWG_Data/Mono/.\libc

Fallback handler could not load library E:/RWG/7_Days_RWG_Data/Mono/libc

Unloading 694 unused Assets to reduce memory usage. Loaded Objects now: 8653.

Total: 27.124763 ms (FindLiveObjects: 1.634305 ms CreateObjectMapping: 0.478720 ms MarkObjects: 20.606485 ms DeleteObjects: 4.404740 ms)

Unloading 0 Unused Serialized files (Serialized files now loaded: 3)

Unloading 0 unused Assets to reduce memory usage. Loaded Objects now: 8653.

Total: 22.520855 ms (FindLiveObjects: 1.735169 ms CreateObjectMapping: 0.440832 ms MarkObjects: 20.321300 ms DeleteObjects: 0.022528 ms)

2019-01-04T02:52:15 8.163 INF Telnet connection from: 127.0.0.1:61643

2019-01-04T02:52:15 8.166 INF Started thread TelnetClient_127.0.0.1:61643

2019-01-04T02:52:18 11.487 INF Block IDs withOUT mapping

2019-01-04T02:52:18 11.488 INF BlockIDs linear

2019-01-04T02:52:19 12.613 INF Item IDs withOUT mapping

2019-01-04T02:52:19 12.613 INF ItemIDs linear

WARNING: Shader Unsupported: 'Hidden/Dof/DX11Dof' - Pass '' has no vertex shader

WARNING: Shader Unsupported: 'Hidden/Dof/DX11Dof' - Setting to default shader.

HDR Render Texture not supported, disabling HDR on reflection probe.

(Filename: Line: 274)

WARNING: Shader Unsupported: 'Standard (Roughness setup)' - Pass 'FORWARD' has no vertex shader

WARNING: Shader Unsupported: 'Standard (Roughness setup)' - Pass 'FORWARD_DELTA' has no vertex shader

WARNING: Shader Unsupported: 'Standard (Roughness setup)' - Pass 'ShadowCaster' has no vertex shader

2019-01-04T02:52:24 17.405 INF Dipomu Valley already exists, loading world data.

2019-01-04T02:52:24 17.407 INF NET: Starting server protocols

2019-01-04T02:52:24 17.421 INF NET: LiteNetLib server started

2019-01-04T02:52:24 17.422 INF StartGame

2019-01-04T02:52:24 17.747 INF Atlas reset took 224 msUnloading 3 Unused Serialized files (Serialized files now loaded: 4)

Crash!!!
2.)

Here is the server hanging,

Why is he loading the serveradmin 2 times?

Nothing was changed.

2019-01-04T01:37:27 0.687 INF Loading permissions file at 'Map/serveradmin.xml'2019-01-04T01:37:27 0.719 INF Loading permissions file done.

2019-01-04T01:37:28 1.432 INF Reloading serveradmin.xml

2019-01-04T01:37:28 1.432 INF Loading permissions file at 'Map/serveradmin.xml'

2019-01-04T01:37:28 1.434 INF Loading permissions file done.

UMA Overlay loading took 700 ms

(Filename: C:\buildslave\unity\build\Runtime/Export/Debug.bindings.h Line: 43)

UMA Slot loading took 2 ms

(Filename: C:\buildslave\unity\build\Runtime/Export/Debug.bindings.h Line: 43)

WARNING: Shader Unsupported: 'Standard (Roughness setup)' - Pass 'FORWARD' has no vertex shader

WARNING: Shader Unsupported: 'Standard (Roughness setup)' - Pass 'FORWARD_DELTA' has no vertex shader

WARNING: Shader Unsupported: 'Standard (Roughness setup)' - Pass 'ShadowCaster' has no vertex shader

2019-01-04T01:37:30 3.200 INF WorldStaticData.Init() needed 1.459s

2019-01-04T01:37:30 3.214 INF Started Telnet on 3031

2019-01-04T01:37:30 3.214 INF Awake done in 3142 ms

Unloading 6 Unused Serialized files (Serialized files now loaded: 3)

2019-01-04T01:37:30 3.426 INF Atlas reset took 202 ms

2019-01-04T01:37:30 3.426 INF Atlas load took 209 ms

Fallback handler could not load library E:/RWG/7_Days_RWG_Data/Mono/libc

Fallback handler could not load library E:/RWG/7_Days_RWG_Data/Mono/.\libc

Fallback handler could not load library E:/RWG/7_Days_RWG_Data/Mono/libc

Unloading 694 unused Assets to reduce memory usage. Loaded Objects now: 8653.

Total: 29.212701 ms (FindLiveObjects: 1.952257 ms CreateObjectMapping: 0.515584 ms MarkObjects: 22.177302 ms DeleteObjects: 4.567044 ms)

Unloading 0 Unused Serialized files (Serialized files now loaded: 3)

Unloading 0 unused Assets to reduce memory usage. Loaded Objects now: 8653.

Total: 23.941144 ms (FindLiveObjects: 2.046978 ms CreateObjectMapping: 0.459264 ms MarkObjects: 21.400085 ms DeleteObjects: 0.034304 ms)

2019-01-04T01:37:35 8.106 INF Telnet connection from: 127.0.0.1:61630

2019-01-04T01:37:35 8.109 INF Started thread TelnetClient_127.0.0.1:61630
3.)

2019-01-04T01:37:07 22931.508 INF [EAC] Log: [EAC Server] [info] [Destroy] Called2019-01-04T01:37:07 22931.515 INF [EAC] Stopping EAC scout service

2019-01-04T01:37:07 22931.519 INF [steamworks.NET] Stopping server

2019-01-04T01:37:07 22931.574 INF [steamworks.NET] Exiting Lobby

2019-01-04T01:37:07 22931.576 INF AstarManager Cleanup

2019-01-04T01:37:07 22931.583 INF World.Unload

2019-01-04T01:37:07 22931.596 INF Exited thread GenerateChunks

2019-01-04T01:37:07 22931.597 INF Exited thread SaveChunks Map/Dipomu Valley/Glueless\Region

2019-01-04T01:37:07 22931.609 INF World.Cleanup

2019-01-04T01:37:07 22931.611 INF Exited thread ChunkRegeneration

2019-01-04T01:37:07 22931.617 INF Exited thread ChunkCalc

2019-01-04T01:37:07 22931.628 INF Persistent GamePrefs saved

2019-01-04T01:37:08 22931.660 INF Persistent GamePrefs saved

2019-01-04T01:37:08 22931.660 INF Cleanup

2019-01-04T01:37:08 22931.660 INF Server shutting down!

2019-01-04T01:37:08 22931.675 INF Telnet connection closed: 127.0.0.1:61080

2019-01-04T01:37:08 22931.699 INF Exited thread TelnetClient_127.0.0.1:61080

2019-01-04T01:37:09 22933.203 INF OnApplicationQuit

2019-01-04T01:37:09 22933.205 INF OnApplicationQuit

Setting up 16 worker threads for Enlighten.

Thread -> id: d03c -> priority: 1

Thread -> id: ea08 -> priority: 1

Thread -> id: 6100 -> priority: 1

Thread -> id: 5974 -> priority: 1

Thread -> id: 5b10 -> priority: 1

Thread -> id: d670 -> priority: 1

Thread -> id: e3b4 -> priority: 1

Thread -> id: 6d44 -> priority: 1

Thread -> id: 75f0 -> priority: 1

Thread -> id: 9558 -> priority: 1

Thread -> id: 35cc -> priority: 1

Thread -> id: 54dc -> priority: 1

Thread -> id: 7cdc -> priority: 1

Thread -> id: 4204 -> priority: 1

Thread -> id: aee8 -> priority: 1

Thread -> id: 7c78 -> priority: 1

Crash!!!

Need more ?

I have more crashes.

Please fix the errors in the server, the FPS fluctuations in the server,

the cpu utilization etc.

 
Summary: Get stuck in trees who multiply and stack one over another

Version: B240

Platform: PC

OS/Version: Win10

Game mode, SP and MP on Navezgane and RDW

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: If u drive an minibike or a moto into a tree (it happend and with an cactus) and that area are some landclaim you will be stuck in multiply trees where was 1 start to apear like 10 or 20 in the same spot where was 1 before.

I read all the reports and seem someone write about this bug and was ignored because you say he used mods or something like this. I DO NOT USE MODS! I dont know what are those mods, i instal the fresh and clean game from steam and thats all.

Reproduce steps: Drive in the near trader if you dont play in MP and near the grean dumbster is a little burn tree. Go with the minibike or moto and will apear the bug. I try in SP in navezgane at trader 1278S 470E

Actual result: You can be stuck in the midle of trees if u have a big tree in other trades in green land, or you will be stuck with your bike and need to eat some glass because cant cut those trees, in MP there are some player with landclaim zone.

Expected result: the minibike should do damage and in the final destroy the tree

20190104184013_1.jpg

20190104184030_1.jpg

 
Summary: Get stuck in trees who multiply and stack one over anotherVersion: B240

Platform: PC

OS/Version: Win10

Game mode, SP and MP on Navezgane and RDW

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: If u drive an minibike or a moto into a tree (it happend and with an cactus) and that area are some landclaim you will be stuck in multiply trees where was 1 start to apear like 10 or 20 in the same spot where was 1 before.

I read all the reports and seem someone write about this bug and was ignored because you say he used mods or something like this. I DO NOT USE MODS! I dont know what are those mods, i instal the fresh and clean game from steam and thats all.

Reproduce steps: Drive in the near trader if you dont play in MP and near the grean dumbster is a little burn tree. Go with the minibike or moto and will apear the bug. I try in SP in navezgane at trader 1278S 470E

Actual result: You can be stuck in the midle of trees if u have a big tree in other trades in green land, or you will be stuck with your bike and need to eat some glass because cant cut those trees, in MP there are some player with landclaim zone.

Expected result: the minibike should do damage and in the final destroy the tree


This is pretty bad english, but this happened to me too. Hit a tree with a bicycle. Went into the tree and kept getting damage. The world startet twirling so I pressed E to get off the bike. Turned out there were 20 trees arround the one I hit and some of them stacked on top of each other. Happened in SP.

3C7D5323463BF860CBAF5BF9A0B3502A96F7CDF9


It's almost as if someone would've programmed tree collision as removing a tree and placing another damaged one in front of the vehicle. Except the vehicle gets inside of the original tree and turns arround violently.

 
Last edited by a moderator:
Summary: Zombie Movement Freeze

Version: B240

Platform: PC

OS/Version: Win10

Game mode MP Dedi

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 them but error still occurred; allocs, server tools, own balancing).

Status: previously reported (e.g. https://7daystodie.com/forums/showthread.php?98947-Reason-for-frozen-zombies-on-horde-night-may-have-been-found!!! )

Bug Description: Zombie movement stops.

2019-01-04T19:29:01 2607.406 INF Entity 94762 killed by 30828.

Exception: Some path is not cleaning up the flag1 field. This is a bug.

at Pathfinding.ABPath.CompleteWith (Pathfinding.GraphNode node) [0x00000] in <filename unknown>:0

at Pathfinding.ABPath.CalculateStep (Int64 targetTick) [0x00000] in <filename unknown>:0

at Pathfinding.Path.Pathfinding.IPathInternals.CalculateStep (Int64 targetTick) [0x00000] in <filename unknown>:0

at Pathfinding.PathProcessor.CalculatePathsThreaded (Pathfinding.PathHandler pathHandler) [0x00000] in <filename unknown>:0

UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)

UnityEngine.DebugLogHandler:LogException(Exception, Object)

UnityEngine.Logger:LogException(Exception, Object)

UnityEngine.Debug:LogException(Exception)

Pathfinding.PathProcessor:CalculatePathsThreaded(PathHandler)

Pathfinding.<PathProcessor>c__AnonStorey1:<>m__0()

(Filename: Line: -1)

Unhandled exception during pathfinding. Terminating.

(Filename: C:\buildslave\unity\build\Runtime/Export/Debug.bindings.h Line: 43)

Error : This part should never be reached.

(Filename: C:\buildslave\unity\build\Runtime/Export/Debug.bindings.h Line: 43)

Reproduce steps: No freaking idea. I feel like sleepers spawn inside blocks.

Actual result: Zombies stop movement (attack you though), vultures keep moving.

Expected result: If pathing is unaivalable, it shouldn't end up in an endless loop

I'm desperate about this bug. Have been trying to isolate the error for 2 days thinking one of the mods didn't work. But it also happened to a freshgame with vanilla.

 
Last edited by a moderator:
I have noticed on the current update that sometimes after death you can spawn in with the bleeding debuff on and sometimes also just fall over as if you died but still beable to see your character as if you were alive.

 
Summary: Cops can see and spit through the back of their head.

Version: A17 b240

Platform: PC

OS/Version: Windows

Game mode: All? (SP Navi, for sure)

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:

Cops who have their back turned to you, even running away, will "see" you, stop, and spit through the back of their head, all without turning around.

Reproduce steps:

Create a pathing "maze" where a portion has them running straight away from you. Step out of cover directly behind them.

Actual result:

The cop apparently "sees" you b/c of direct line of sight, even though his back is to you. He then stops and spits at you through the back of his head while his back is still facing you.

Expected result:

I would expect him not to be able to see me if his back is turned directly towards me. Thus he would not stop and spit. Further, I would expect all projectiles to come from his mouth, which is facing forwards.

EDIT: Here is a video clip of the bugged behavior:

 
Last edited by a moderator:
We don’t want incompatibility bugs with previous builds so please remember to start a new game with each experimental update.

Hey Survivalist,

We’ve just released Alpha 17 Stable B240 and could really use your help finding the last remaining big issues.

If you’ve played our previous experimental posts see the Known issues below for more info.

Cheers Richard

A17 Official Release Notes

As always TFP is interested in all constructive criticism and feedback, but what we're really looking for in this thread are the following:

Please correct the bug. Every Time I play 7 days to die, and exit from the game and then play it again it show the message the game is already running.

If I restart my computer and open steam, and then play 7 days to die, it shows a message "the game is already running " .

Unfortunelly I must uninstall and instal to play it again...

Every Time I want to play 7 days to die, I turn on Pc, Open Steam, and then Play 7 days it hows the message " The game is already running" . I must uninstall and install almost 4 gigas. It is my fith time I must do this.

Please correct that bug More than urgent.

I choose the option Last experimental unstable to install 7 days to die alpha 17.

Can you fix it ?

Pleasee reppy ASAP and send "us players" to update and fix it once for all

On the beggining on alpha 16 showed thant and then some time after an update the team fixed that bug!!!

Please update urgent and fix that - Every Time I want to play I must uninstall to play 7 days, even if it is a fresh start or not

I have the print screen to prove it, could you send an email to me for me send the print screen to prove it ?

Keep up the good work
 
Last edited by a moderator:
I am getting an occasional error, even after reinstalling ALLOC's FIXES. Anyone else having this issue and/or anyone know what it is?

2019-01-04 17:33:47 18761.939 Error Error in ApiHandler.HandleRequest(): Handler GetHostileLocation threw an exception:

2019-01-04 17:33:47 Exception NullReferenceException: Object reference not set to an instance of an object

AllocsFixes.NetConnections.Servers.Web.API.GetHostileLocation.HandleRequest (System.Net.HttpListenerRequest req, System.Net.HttpListenerResponse resp, AllocsFixes.NetConnections.Servers.Web.WebConnection user, Int32 permissionLevel)

AllocsFixes.NetConnections.Servers.Web.Handlers.ApiHandler.HandleRequest (System.Net.HttpListenerRequest req, System.Net.HttpListenerResponse resp, AllocsFixes.NetConnections.Servers.Web.WebConnection user, Int32 permissionLevel)

UnityEngine.Debug:LogException(Exception)

Logger:masterLogException(Exception)

Logger:Exception(Exception)

Log:Exception(Exception)

AllocsFixes.NetConnections.Servers.Web.Handlers.ApiHandler:HandleRequest(HttpListenerRequest, HttpListenerResponse, WebConnection, Int32)

AllocsFixes.NetConnections.Servers.Web.Web:HandleRequest(IAsyncResult)

System.Net.ListenerAsyncResult:InvokeCallback(Object)

 
Summary: Draw Bridge Rendering Error - Draw bridge appears to be standing on its side when viewed from the side at approximately 10 or mote squares from the bridge

Version: B240

Platform: PC

OS/Version: Windows 8

Game mode: Navezgane - Dedicated Server

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: When looking in the direction of a draw bridge that is mounted flat to the ground from a distance of 10 blocks or more, the

draw bridge will appear to be standing on its side when you are looking at long edge of the bridge

Reproduce steps:

Mount the draw bridge

walk back approximately 10 blocks from the side of the bridge

Bridge will flip up on its side

Expected result: bridge stays flat at any distance

1: 20190103211523_1.jpg - Render error

2: 20190103211617_1.jpg - Map coordinates when error is shown

3: 20190103212049_1.jpg - point where bridge is displayed properly

Log file: https://pastebin.com/Bj77FidR

 
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