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Diaboliko

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Everything posted by Diaboliko

  1. I would like to provide a little seemingly distant information which might be of use (at least in use for trying to get rid of inconsistencies). 1) There's issue which happens on dedicated servers sometimes and I have no idea how to properly reproduce it, but sometimes, while fighting zombies with bone knife only, having them die from bleed will provide no experience. Obviously nothing to report yet since it's very random (for example it can happen to zombie you fight 1v1 so no other entity deals damage to it; it might have something to do with precise HP numbers or something, but devs really need to revisit what counts as death, what counts as kill, and how player and non-player damage is applied). 2) There's strange aspect that zombie cop upon blowing up himself deals up to 250/350/550 damage (normal,feral,radiated) to nearby zombies and killing blows would provide player experience if target have died under bleed/burn debuff from player, but it won't yield any experience for the cop himself even if he is affected by bleed/burn.
  2. No logs, no information if it constantly happens with every new world... Try providing extra info using form, described in this post:
  3. No logs, no information if it constantly happens with every new world... Try providing extra info using form, described in this post:
  4. Game Version: (ALPHA 20.6) Platform: ( XBOX CLIENT gamepass) OS/Version: (Windows 10) I dont know whats real anymore. Does xbox run on windows10? Does 7 days to die run not just on steam for windows? Was gaming console client updated to A20.6?
  5. Does this starting quest provide any benefits even? All things considered, only 4 skill points matter and you get those before reaching trader. Also, dunno if it was fixed yet, but 20.5 had memory leak on world generation; if you are hosting with weak PC, restarting game after generating a world could work nicely for you.
  6. Does this starting quest provide any benefits even? All things considered, only 4 skill points matter and you get those before reaching trader. Also, dunno if it was fixed yet, but 20.5 had memory leak on world generation; if you are hosting with weak PC, restarting game after generating a world could work nicely for you.
  7. > "An established connection was aborted by the software in your host machine" or "The operation is not allowed on non-connected sockets" The latter one could be just an attempt to send FIN or reset TCP packet through a closed connection or sthing, not necessarily a request data.
  8. > "An established connection was aborted by the software in your host machine" or "The operation is not allowed on non-connected sockets" The latter one could be just an attempt to send FIN or reset TCP packet through a closed connection or sthing, not necessarily a request data.
  9. Well, I kinda feel like nothing can be done on this topic. Best thing devs can do is to check that everything you could possibly want is being logged properly in logs and pay some red team to scan&test for known vulnerabilities. That's a bit too much for non-competitive game servers don't you think? Firewalling/reverse-proxying is probably best option you've got to keep it safe.
  10. Well, I kinda feel like nothing can be done on this topic. Best thing devs can do is to check that everything you could possibly want is being logged properly in logs and pay some red team to scan&test for known vulnerabilities. That's a bit too much for non-competitive game servers don't you think? Firewalling/reverse-proxying is probably best option you've got to keep it safe.
  11. I wonder what do you view as suspicious in those logs? Logs show nothing but two instant telnet sessions and two long ones; logs do not suggest that anything at all was written into socket during those long sessions. It could be just the log level though. If logs are indeed scarce then without traffic dumps noone would be able to tell what happened, won't they? That said, no idea what is expected in server logs from telnet session. And 4 telnet sessions from same IP at about the same time is odd...
  12. I wonder what do you view as suspicious in those logs? Logs show nothing but two instant telnet sessions and two long ones; logs do not suggest that anything at all was written into socket during those long sessions. It could be just the log level though. If logs are indeed scarce then without traffic dumps noone would be able to tell what happened, won't they? That said, no idea what is expected in server logs from telnet session. And 4 telnet sessions from same IP at about the same time is odd...
  13. > Perhaps it's also possible to reproduce with just one player but two quests from different traders but in the same poi? Not sure about context (a lot to read carefully, sorry), but such thing did happen to me in A20.5; got T2 Restore Power quest in another city, went to local trader for quests, got T2 Fetch/Clear to the same POI; starting quest at evening (not yet nighttime) started Restore Power. Odd stuff.
  14. > Perhaps it's also possible to reproduce with just one player but two quests from different traders but in the same poi? Not sure about context (a lot to read carefully, sorry), but such thing did happen to me in A20.5; got T2 Restore Power quest in another city, went to local trader for quests, got T2 Fetch/Clear to the same POI; starting quest at evening (not yet nighttime) started Restore Power. Odd stuff.
  15. EAC on btw. A20.6 have fixed one double exp bug, but there definitely is other one(it existed before A20.6) which I every so often meet on dedicated. It looks like you get ragdoll of zombie which is still alive, so its twitchy and all... And killing it (tried torch and knife; once finished with bow but got one kill; might have nothing to do with bow, dunno) provides kill twice. What exactly causes it is uncertain. For me it always involves bleed and may be torch fire. Unable to reproduce reliably (was trying to, of course) I was unable to reproduce it on single player by playing around with torch and bone knife. It might be just client thinking that zombie isnt dead but server thinking its dead? Dunno. Found https://community.7daystodie.com/a20-bug-database/bug-pool/fire-from-molotovs-lacks-something-r740/ instead of reproducing it, lol. So its not really a report yet, but keep an eye for it perhaps? It definitely exists (and existed for a long while). Footage on some Chinese server (had high ping, but I dont feel like high ping helps reproduce it at all): it is 100% exp, footage doesnt show it but normal reward was 400; I got 800 thus confirming bug still is in the game. If it helps, when double exp from torch killing burning targets existed, finishing burning target with this state with torch yielded triple exp. Good idea would be to just cause this state to mobs without having a hard time reproducing; after all it probably is some unit property which makes it appear dead on client?
  16. Long story short: if zombie walks into already lit molotov fire, he catches fire, but death from it wont count towards whoever thrown molotov. But if zombie gets hit by molotov initially, no such problem exists. Client host footage. I played around it, applying other bleeding (or may be dealing any damage? didnt check actually) fixes that.
  17. Have you tried deleting mods just to check if they are the cause? > 1) Loaded into the game after a clean wipe and validating files. may or may not imply that, so...
  18. Have you tried deleting mods just to check if they are the cause? > 1) Loaded into the game after a clean wipe and validating files. may or may not imply that, so...
  19. Id guess its about "DDL not found error" in dumped stacktrace (probably best way to fix is to update video card drivers and, perhaps, reinstall game so steam does provide with some other necessary dependencies), but you better expect some staff to answer. Just wanna point out that silent game crashing can be the sign of memory being unstable due to overclocking. Had fun time myself playing 9/10 games normally, but crashing in one particular due to how it uses RAM. I like stating this one because its very subtle.
  20. Id guess its about "DDL not found error" in dumped stacktrace (probably best way to fix is to update video card drivers and, perhaps, reinstall game so steam does provide with some other necessary dependencies), but you better expect some staff to answer. Just wanna point out that silent game crashing can be the sign of memory being unstable due to overclocking. Had fun time myself playing 9/10 games normally, but crashing in one particular due to how it uses RAM. I like stating this one because its very subtle.
  21. Diaboliko

    Sonoma Update

    I appreciate you spending time to understand what I am saying.
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