PC V2.6 EXP - updated b14

Hey TFP my dudes, can we get a Server IP block ability on the search function? All I get are fake Chinese servers. So many that I can't even find local things I know exist because the search reaches its limit on finds on pure bs chinese servers. Region is set to africa but these pigs don't care, here to hack PCs prolly. Noticed they all use the same server IP. Can the game not be made to recognize server locale? Maybe have it in the server code to report its region.

Someone said in another thread you can easily remove them by filtering for language.
 
I believe AnimatorCullingMode not animating can break things in some cases. Not looking for any new bugs right now.

Also something I have in my recompiled binary set by default, can't say it adds any issues, all it does is just stop animating them when not visible, it does help the FPS quite a lot actually when all of them are off-screen, what I forgot to mention is that for ragdolls I kept it on always animate maybe that is the difference.

You should not be able to death spiral past all of them updating at the same time as it used to do. I will review it when I get a chance.

What I mean by that is that the idea of doing this is essentially broken, you might as well update them all in one tick which is what I ended up doing which simplified the entire logic quite a bit. A downside of this "optimization" is also that sometimes zombies just stand there for a while before anything happens, if you really want to keep something like this just use a slow iterator and only ever update 10 or more entities in a single tick, don't base this on framerate, that is horrible.

Edit: I also have quite a long list of optimizations I did in the recompiled binary, I achieved to get 30 more FPS on the average baseline, I can keep posting more of what I've done or send you DM's if you are interested. Given the complexity of some code changes I unfortunately can't do those as mods and just releasing the recompiled binary as a mod doesn't seem like a good choice, but happy to provide it if you want to compare how much it gains or if it introduces any bugs.
 
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@faatal
Can I add a personal tag to entities, in entitiesclasses.xml, to adjust the ai tasking and targeting?
If not which property, can be edited? If you don't deal with that directly, then can you ask the person
that does?
 
This may have already been asked, but does the patch fix the PlayStation 5 performance issues? I really enjoy playing it and it's so much fun, but the performance drops are annoying, especially with lots of zombies or large buildings.
 
Don't want to sound impatient but when will it be stable and on console?
This may have already been asked, but does the patch fix the PlayStation 5 performance issues? I really enjoy playing it and it's so much fun, but the performance drops are annoying, especially with lots of zombies or large buildings.
 
View attachment 38555
Hello Survivors!

V2.6 Experimental is here with a group of fixes, tweaks, and gameplay changes.

Here are some of the highlights:
  • Dew Collectors now require jars as "fuel" to produce water.
  • Jars no longer require the crucible to be crafted.
  • The default jar refund chance is now set to 60%.
  • Zombie XP has been rebalanced based on type, HP, and Damage.
  • Added tougher biome spawn zombies to the snow and wasteland biomes.

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

Continue reading below for more info!


Added
  • Discord friends' sessions now appear in server browser's friends tab
  • Replaced properties list for zombie xp values at the top of entityclasses.xml
  • Added Roaming sounds for animalChicken and animalChickenHostile
  • RWG town planner removes some connections between pairs of districts to increase the amount of T, L and Cap tiles
  • Radiated, charged and infernal mutated zombie's ranged attacks now have increased distance, speed and different patterns
  • Enemy AI now play an alert sound when they run away from either an entity or being hurt
  • RWG conversion of one L tile to a Cap per district group unless the group would split
  • Stag and Doe now have roam and alert SFX
Changed
  • Removed the Bone Knife requirement from the Harvest Animals Challenge
  • Updated loot list parameters to include ignore_loot_abundance="true" for construction crate, hidden stash, and buried treasure
  • Adjusted spawn groups for the snow biome to include Radiated, Charged, and Infernal Chuck zombie variants
  • Adjusted spawn groups for the wasteland biome to include Radiated, Charged, and Infernal Mutated zombie variants
  • Increased the snow biome gamestage_modifier from 2 to 3 and gamestage_bonus from 20 to 30
  • Increased the wasteland biome gamestage_modifier from 3 to 5 and gamestage_modifier from 30 to 50
  • Adjusted the wasteland weather with new hot and cold events
  • Refactored zombie xp progression based on zombie HP and Damage
  • Reduced block damage on zombieSteveCrawler and zombieMaleHazmat hands to align better with other zombies in their group
  • Adjusted various zombie HP values to align better with other zombies in their group
  • Increased player kill XP
  • Removed legacy "Boss" EntityDamage passives from Radiated Utility Worker and Radiated Businessman
  • Updated chuck hand variants with new boulder projectiles that have progressive entity and block damage
  • Updated loadingTipApiary to warn about closing the Apiary instead of when opening it
  • Dew Collector requires jars as a "fuel type" to produce water
  • Crafting jars no longer requires the crucible
  • Updated the hit mask override on chuck zombie hands from arrow to rocket to prevent boulders from passing through bars
  • Gyrocopter can now have 5 mod slots (requires a new gyro to be crafted)
  • PC/Mac/Linux now use an uncompressed texture for the road splat map for higher quality blending
  • Increased dire wolf and zombie bear hearing and sight ranges
  • Increased mutated zombie ranged attack damage
  • Bears can now fit through 1x2m openings
  • Snakes now play footstep sounds
  • Improved terrain blending where topsoil is removed
  • Disabled allharvest HarvestCount penalty on several melee weapons to allow basic resource harvesting such as plant fibers, wood, and stone
  • Updated harvest tags on several blocks for perkJunkMiner
  • Updated oreWoodHarvest tag to only be applied to wood, stone, ore, clay, and sand
  • Updated localization for armor perks to describe their loot boosted items
  • Separated the dew collector and apiary fuel windows in code and XUI
  • Dew Collector output now has 3 rows for a total of 9 slots
  • Replaced old buff names used in logic for Stage 2 storm buffs
  • Reduced completion requirements of several medical challenges to 5 - If the challenge cannot be redeemed, one additional cure will trigger the completion
Fixed
  • Paint rotation on baseboard in hospital_01
  • Switching Challenge tabs should no longer cause them to flicker
  • Large Quest Generators now display their smoke particles correctly
  • Localization keys for shapewedge60TipTrimQuarterLeft2Sided and shapewedge60TrimQuarterRight2Sided were flipped
  • Localization typo in some quest reward bundle descriptions
  • Removed debug logging of friend IDs
  • Vultures on a dedicated server would only attack once
  • ChangeBlocks could set the wrong neighbor block’s topsoil to broken
  • AI targeting range for nearest player was too short and inconsistent
  • Bear attack was hitting before animation hit
  • The spawner source was set after the entity was spawned in four cases
  • RWG mixer was using mountains instead of burntForest_mountains
  • Tagging issue that would prevent Legendary Parts from spawning when any armor perk was active
  • Apiary fuel is no longer lost when the apiary is picked up
  • Progression bar no longer resets if fuel is removed from collector class workstations
  • Shift-Click for "fuel" items in the collector class workstations is now working
  • Set the default jar refund rate to 60%
  • Floating platforms on growing trees are no longer possible
  • Issues with adding/removing vehicle storage mods and item loss
  • Large ragdoll forces no longer launches small animal corpses long distances
  • Sleepers had too short of a kill off timeout
  • Rogue Armor Set cowl would not show correctly

b14 update:

Changes


  • Updated comment for BiomeProgression property in serverconfig.xml
  • Set the default for JarRefund to 60 in serverconfig.xml


Fixes

  • Reasons for severe hitches in cities were identified and fixed
  • Road texture blending on low settings when a new world is first loaded
  • Third person character speed was affected by god mode speed modifier when it shouldn't be
  • Improved quick swap slot assignment when scrolling through toolbelt on controller
Any ETA on 2.6 stable ?
 
Hey TFP my dudes, can we get a Server IP block ability on the search function? All I get are fake Chinese servers. So many that I can't even find local things I know exist because the search reaches its limit on finds on pure bs chinese servers. Region is set to africa but these pigs don't care, here to hack PCs prolly. Noticed they all use the same server IP. Can the game not be made to recognize server locale? Maybe have it in the server code to report its region.

It wasn’t the Chinese. There’s someone in this community who has access to bots that can manipulate the lobby player count, and all he does here is use AI to post replies, ops...

The same person has also been launching servers under different names and banning players. This has been happening for years, and the developers or TFP still haven’t done anything about it which still against their ToS.
 
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