V3.0.1 EXP Release

View attachment 39905
Hello Survivors!
Today we have our first batch of fixes and changes for our V3 release.

Here is how you participate:
  1. Right click on the game in steam
  2. Click on properties
  3. Click the “Game Versions & 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
Here is what changed since V3.0.0 b259:

Changed
  • Sign Tech error handling improvements
Fixed
  • Several issues related to the Beachwear Cosmetic
  • Several male and female outfits missing arms
  • An issue in the Sign Tech system that could cause ArgumentNullException errors when joining a game
  • Item max degradation can be reset by restarting game and rejoining a server
  • Zombie loot bag name and missing inventory action buttons
  • Dedi client Biome zombie kills with Celebrate do not count towards Kill Challenge
  • Error in console when a client kills with celebrate turned on
  • Players can take PVP damage with no killing settings under some conditions
  • Cannot pick up user-placed items at claimed trader
  • Airdrops not dropping at night when sandbox setting is set to "night"
  • Splash screen message can be seen behind main menu load
  • Localized text overlapping on player screen
  • Typing s while searching in shape menu can unintendedly favorite a shape
  • Unsaved Custom Preset Summary does not always update last changed item
  • Door frame in downtown_filler_30 cannot be damaged
  • Changing RWG preview quality after returning to the screen causes an error
  • Prefab Editor part name in POI marker editor is overlapping
  • World Editor was visible on consoles
  • NRE when receiving NetPackageLockRequest
Yum yum tasty
 
It could be settings like all targets, zombies only, humans only, animals only, zombie and humans, etc
Yep, that is why I said if, depending on who changes it, it could be as simple as
a block uncomment in xml, all the way to a whole set of interwoven classes.

I manually set and reset a lot of things in the background. Most I don't ever post about
but the more detailed the change, meaning either coded or interlinked with other props
in other files, the more I have to readjust. So I use the footnotes, and xml.txt as a cribsheet.
 
I suspect it is the form itself. That form demands a bunch of information and is probably intimidating. He might just want to log a couple of sentences and move on, which isn't often enough detail.

I've had success not submitting all of the required information if it didn't apply. Or, if a field were required, giving it a link to nothing. The QA folks seem to be accommodating when possible.
thats great to read, I'll try that!
 
@schwanz9000
Can you ask whomever adjusted the feral sense, to check it please?

I have always played with high volume spawn, so I became accustomed to the
ai reactions. The feral sense is functioning like it is on an increasing intensity timer.
The reason I noticed it is because I have feral sense disabled.

The action is mostly viewed with the wander, heatmap is off, but without doing
any action, in an enclosed space, actually it was in the middle of Jen's. I had dispatched
all entities either by melee or decoy passed their patrol area.

Doors closed in the middle of the floor, and the complete spawn ""wandered"" to beat
down the fence. After that all spawns continued the feral attack.

So to see it better I found a poi and crouched on a roof watching the spawn all around.
They once again wandered in smaller circles until they began to dismantle the house.

Test 3: I lowered the feralsense parameter to .1 and changed

From default
SetNearestEntityAsTarget class=EntityPlayer,0,0,EntityBandit,0,-10 "/>
***************************to***************************************
SetNearestEntityAsTarget class=EntityPlayer,20,8,EntityBandit,0,-10 "/>

<!-- SetNearestEntityAsTarget class=class, hear dist, see dist (checked left to right)
(0 dist uses entity default, neg no sense scale) -->


Now it has returned to a wander, until interfered with. I don't know if the mob mentality
was intentional, but that part I like. If I start fighting one, it becomes a mob unless I dispatch
them quickly.
 
Nothing has changed with Feral Sense as far as I know. @faatal would have to chime in on that one.

I looked at the history of SetNearestEntityAsTarget in the zombie template and it has been EntityPlayer,0,0 for years now.
Correct, it has, I always do xml compares when something has changed. My reason for referencing Feralsense,
is if 0,0, meaning the default has always worked with a volume from then until now. Feralsense is
considered an over ride to the sensitivity of the entities. Allowing the zombies to GPS you like on horde night.
I also like to read the blocked comments inserts, and xml.txt. They answer the majority of questions I never
post. I kind of excerpt them, and make a mini text for easier reference. I have two sets of folders, One called
Vanilla "untouched", and Modded "same name".

Since I never stopped spawning increased volumes, I got to constantly watch the ai patterns.
Using the 3.0 options I upped the volume, and still added my timing in the default position,
following the rule, that editing that spot in xml will not mess with Option settings.

The volume did increase, they spawn at a much farther distance than before, I regulated my max spawn with
<property name="TotalAlive" this limits the total amount but, was a multiple of 2+ chunks. so 8 would be
either 16 24 or 32, but rarely 32. I learned to monitor it based on a seemingly unrelated piece of information
that Faatal gave a long time back, regarding entity spawn volume load and FPS. Following it I was always able
to regulate, my cpu/gpu load and keep my low end fps within the limit that I wanted with no Vsync, or throttling.

So, everything pretty much is still the same, except I have feral sense disabled, yet the zombies, do bloodmoon seek,
The only thing that slowed it down is Crouching, I watched it in the open multiple times. The sensitivity in pois has
been changed, or a lot of triggers and scripts have been removed. This can be noticed because I can simply crouch to
get inside to reset the timer, and nearly get within striking distance of many entities.

I edited the 0,0 because I knew that it has always been 0,0 or default sensitivity. I was trying to find out where the change
was, the 20,8 was for me to manually limit the hearing and sight distance. It still happened so that pointed me to
an over ride of some kind. The only apparent one I know of is Feral sense. If there are others I have never had to search
for them. So I lowered feral sense to .1 from 1.2. it made it closer to how wander has always worked. Still is like a slow
smolder, the thing that over rides it is crouch.

There was one other test I did. Parameters I have headshot finisher Point of reference. I went to the snow and t1 bowed
a Chuck, I did not crouch just ran and fought till I had traveled more than 100 meters away, I hear a grunt which means time
to zig zag, boulder smash, ran through the pine forest which is on the border of snow, until I ran out of stamina twice, that is
close to 400 meters, was checking garbage, and gathering rocks and wood. Here comes the same chuck, it was the only one
that had a bunch of arrows stuck in it like a voodoo doll. I used my pipe machine gun to facetime him to the true death. That
is what first told me something was changed.

The Long spoiler is to show that I did, as much due diligence, as I know how, at the moment, before posting it.
 
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