PC V1.2 b22 EXP (updated to b24)

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QA Lead
image.jpegHello Survivors!

Here is V1.2 b22 EXP for you all.
While the team is all hands on deck working on V2.0, we wanted you all to get the fixes, optimizations and console crossplay preparations sooner rather than later.
With this build we introduce various optimizations to all platforms, but also unleash the ability to generate RWG maps to our Console fans. 
Crossplay will be fully enabled once experimental ends, V1.2 goes STABLE  and our Console users get access to V1.2. Until then there will be no-one to crossplay with.

This will open up crossplay between PS5, Xbox Series X|S and PC clients, however no dedicated servers just yet. 

V1.2 should be compatible with existing save games, but we recommend starting a new game for the very best experience.

Here is how you participate: 

  1. Right click on the game in steam
  2. Click on properties
  3. Click the “betas” tab
  4. The drop down menu will have latest_experimental available <— you want THAT
  5. Select that and wait for the game to download





Changelog:

Added 

  • Cross platform block lists 
  • Implemented console Performance/Quality graphics modes, selectable through the video options UI. 
  • New vulture model
  • New rabbit model 
  • New chicken model 
  • Biome spawner delays have a 10% random variation 
  • CRT TV emergency broadcast sound (*enables with light) 
  • Sleeper volumes reset the available spawn points when finding one if they have all been used 
  • Deco manager tree grouping with async loading and work spread out more evenly 
  • Additional flame prefabs to burning Zombies 
  • SFX for nerd outfit extra crafting skill point perk 
  • Missing spark textures for mines  



Changed 

  • Revised first person rendering to use a single camera
  • Disabled the old resolution scaling and enabled FSR in Performance mode on all console platforms
  • Enable RWG menu items for console
  • Allow opening of chat window when communication blocked 
  • Implement show user profile for PS5 
  • Optimized entity effect groups by removing duplicate setters from ancestors 
  • Improved biome entity spawners to run timers independently of counts and better track counts so they can't spawn over the limit 
  • Re-balanced biome entity spawner counts and delays 
  • Removed sleeper spawning at farthest position ground check if using min script 
  • Improved active sleeper despawning rules to allow more distance and time 
  • Optimized material cleanup
  • Optimized object pooling and containers
  • Optimized chunk wall volume containers
  • Video brightness setting darkens interiors and night when set below 50% 
  • Decreased darkest range of moon light slightly 
  • Helmet light mod to have less range 
  • Optimized FindInChildren 
  • Optimized entity spawning model type lookup 
  • Updated Screamer sounds
  • Solar Cells can no longer be scrapped 
  • Grace is no longer zombie food



Fixed 

  • Iron Gut does not apply on login 
  • Xbox/PS5 Friends not working in Server Browser 
  • RWG previewer not removing some of the button handlers on close 
  • Server doesn't log chat sender names 
  • NRE and loss of controls when sign or storage crate is destroyed while writing in it 
  • Copy+paste kills tabs/linebreaks 
  • Error loading prefabs with ExcludePOICulling=true due to outdated ins files 
  • Effect groups do not extend from ancestors in the correct order in entityclasses xml 
  • Vehicle manager respawns vehicles repeatedly if a non vehicle entity has the same id 
  • A biome zombie type spawner could have a permanently disabled timer if they aged out before a player ever killed one (old data is removed and they will start spawning again) 
  • Biome spawners could conflict and use the same status data 
  • Arrow LOD issue zooming in and out while bow is pulled back 
  • No respawn on min script sleeper volumes if entity despawned 
  • Player drop time delay was affected by frame rate 
  • Simple prefabs like part_streetlight_single generated an empty imposter mesh 
  • Chunks being copied to Unity could rarely have the wrong object and block all copying 
  • Primitive outfit has a read/write issue 
  • Occasional Exception and NRE when exiting to Main Menu 
  • Wall volumes were added to chunks they did not overlap and had unneeded padding 
  • Sleeper and trigger volumes were added to chunks they did not overlap 
  • Battery and solar banks beep when relogging 
  • Player placed torches had a duplicate Audio Player 
  • Audio sources with doppler could make squeaks or dropouts on player teleport or world origin shifts 
  • Audio manager would still track many sounds after they were destroyed 
  • Loot abundance settings below 100% would give less loot than it should 
  • Hordestone Twitch Event should not auto respawn. 
  • Tactical Assault Rifle missing reflex sight model 
  • Headgear morphs won't spawn in when in first person view now. 
  • Drone inventory can roll back as client while using drone healing mod 
  • Drone can't heal player while on vehicle 
  • First time the drone heals the player after a debuff has been healed, it fails to heal the player 
     
 
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image.jpeg

Hello Survivors!

Here we have a small patch for you for our existing V1.2 EXP.

TFP wishes all a great weekend!

Added

  • Blood moon party maximum active enemy count with increased game stage scaling based on the full count

Changed

  • Optimized vehicles to not use a container object
  • Increased blood moon party distance to add players

Fixed

  • Invisible character when being transported out of trader on vehicle
  • Vehicle camera position glitches when origin shift happens
  • EntityFactory GetEntityType warnings from missing types



b25 Hotfix:

Fixed

  • Moving animals appear almost invisible with certain FSR settings




 
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So much for that  "Winter patch" that they were supposed to put out. 
If we put you on the chairs of the devs to make you realise what sort of work, debugging and providing a proper product for millions of gamers with big expectations is, you are welcome.

We all wanna have it, but when it is done properly.

Winter lasts longer in some places of our planet, mind that, too ;)  

Thanks Pimps for the update ! 

Placeholder.
For a beer. 

I like your dog from the profile photo, pet it if you can and thank you for your work 🤘

 
Does inclusion of RWG on consoles allow console players to copy a custom map onto the console to use for single player?  And once cross play is available, will they be able to join a game on a custom map?  What about a map that uses custom POI?

 
Playing a save I created in 1.1 B14, now on 1.2 b22.

Birds seem a bit broken in B22.  They come down and touch the ground and get either stuck on the ground or move across the ground very slowly.

And lots of graphic glitches.  I crossed from wasteland into desert and the screen flashed, it removed me from my bicycle (bike was there, just I was standing instead of riding).  Other times just riding or walking and things glitch, as if briefly underground and then back on top.

 
Playing a save I created in 1.1 B14, now on 1.2 b22.

Birds seem a bit broken in B22.  They come down and touch the ground and get either stuck on the ground or move across the ground very slowly.

And lots of graphic glitches.  I crossed from wasteland into desert and the screen flashed, it removed me from my bicycle (bike was there, just I was standing instead of riding).  Other times just riding or walking and things glitch, as if briefly underground and then back on top.
Expect a fix in Q3 2025!

 
The screen flicker seems to mainly happen when riding the bicycle, can't tell if it's when rendering in further structures since it's doing that almost constantly.  Seems to be rendering in distance differently than b14.

 
Cross platform block lists 


👀

Disabled the old resolution scaling and enabled FSR in Performance mode on all console platforms


Does this fix the way that sometimes, while playing on console, the resolution would suddenly dip for a second or two and the whole screen would become that low-res blurry effect that upscaling causes? I did notice that did happen often, sometimes.

And, of course, if you have the time, what are the big differences between Quality and Performance mode, if you can list them or post screenshots of them from your / the console developers' ends ? (you absolutely do not have to, I know that you and the other devs are really busy right now!!)

 
Was really hoping you guys would have fixed the no bears or snakes when zombies is turned off. Seriously depressing cause I play with my wife and she prefers zombies off sometimes so she can build in peace while I go hunt. 

 
It's only in experimental right now. Console does not have access to experimental builds. When they have a stable build, then console will get it. Could be a week, could be 4, could be more. Depends on bugs and anything they may try and squeak into this build.

 
I find it depressing that I still can't play on dedicated Servers w/ my PS5. Is this canceled or does it just take longer to implement?

 
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