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NekoPawtato

QA
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Record Comments posted by NekoPawtato

  1. 1 hour ago, chikorina said:

    Playing with the bow should feel better in A21.

    Very happy to hear this, I'm a big crossbow fan (despite not actually putting any points into that or stealth) 😅

    Looking forward to the new update! :)

  2. Someone posted a picture not too long ago where the angles of the shadow made the block look like it's floating 

     

     

    It made me wonder, what if the block truly is slightly floating by like 1 pixel or something? It could explain why the game things the fire could reach the other side of a wall. 

     

    Anyway just speculating 😆 I have a similar bug opened as well where explosions could break blocks that were otherwise not exposed (corner blocks)

  3. 4 hours ago, unholyjoe said:


    ***************************************
    it is not game breaking so we wont tie up any devs for it for a20.
    ***************************************

     

    Understandable, I appreciate all the info 😊

  4. 18 minutes ago, unholyjoe said:


    ***************************************
    the designer(s) will sometimes update newer artwork such as newer doors and such while he/she is at it.
    ***************************************

     

    Speaking of doors, I sometimes find player-styled doors in POIs (like the basic wooden one or scrap door) -- are those to be reported/swapped out for normal doors? Or intentional?

  5. On 7/19/2022 at 10:23 AM, 3ternalDamned said:

    Just tested this, and can not reproduce. The radiation should kill you long before you can reach the edge of the map. Also tried teleporting to the location of your screenshot and died very quickly from the radiation even with max stats and max hp. The radiation symbol is showing on your screenshot, so you should be taking damage.

    I noticed they said they were playing on a MP server -- is this possible due to server-side modifications? I found a thread that detailed how/what to edit in the files to remove radiation damage but still have icon (near the bottom of the OP's post) -- which might explain why they aren't dying but still have the icon (and could explain why this could happen to them even though they have no mods on their local machine).

     

    The only way I can think of for them to get unstuck would be for an admin of the server to teleport them out

     

  6. 8 hours ago, unholyjoe said:


    ***************************************
     it wasnt intentional.

    Thanks  :)
    QA Tester-unholyjoe
    ***************************************

     

    If I may ask, is there a general rule of thumb for this? Ex: block hp should be no higher than X to reach a container, otherwise we should log a bug for it?

    I don't know if you guys build against some kind of POI guidelines, or if it's just up to the POI designer (meaning you would need to consult with them every time if something might be a bug?)

  7. One thing I know I have issues with regarding the helmet light -- if you are equipping a gun with a mod that has an action associated to it, like laser sight mod, hitting F will only toggle the laser on/off and not do anything with the helmet light. I usually switch to some other weapon, and then I can toggle the light mod.

  8. 5 hours ago, MichaelL. said:

    I believe this occurs with any "sheet" shaped object.  If you walk anywhere through the 'void' part of the the sheet block, it will still take on the walking sound of whatever material that block has been set to.

     

    Interesting, but wouldnt that mean you would only hear the sound when you're on one specific side of the fence then (the void side)? In my video it happens when you walk on both sides.

  9. A couple possibilities:

  10. I looked through the xmls and I think I understand a bit more how this works...

    gamestages.xml

    <gamestage stage="38">
      <spawn group="ZombieAnimalsGroup" num="05" maxAlive="30" duration="09"/>
    </gamestage>

    entitygroups.xml

    <entitygroup name="ZombieAnimalsGroup">
      <entity name="animalZombieDog"  prob="4"/>
      <entity name="animalZombieBear"/>
    </entitygroup>

    If I understand this right, the wandering horde at GS38 will spawn 5 enemies, each one has a 40% chance to spawn a dog, and if that check fails, it spawns a bear

     

    I also noticed GS50, which is guaranteed to spawn 2 zombie bears

    gamestages.xml

    <gamestage stage="50">
      <spawn group="ZombieBearsGroup" num="02" maxAlive="30" duration="09"/>
    </gamestage>

     

    entitygroups.xml

    <entitygroup name="ZombieBearsGroup">
      <entity name="animalZombieBear"/>
    </entitygroup>

     

    So if you are very very very unlucky, you could potentially get 5 zombie bears to spawn at GS38, which is harder than the wandering horde you would get at GS50 (seems unbalanced?)

     

    If you want ideas to make it more balanced for GS38, maybe spawn vulture instead of bear, or increase probability of dogs?

  11. 8 hours ago, chikorina said:

    Thank you for reporting.

    This has been reported and fixed in a later version of the game.

    I will be moving this over to the fixed category.

    If I find same z fighting issue with benches at another POI, is it still worth reporting? I wasn't sure if this means all benches with this setup was fixed or if just benches at specific reported POIs were. 

  12. 37 minutes ago, chikorina said:

    I was wondering what happened to you.

    Congratulations on your fancy potato pc.

    Yeah combination of old laptop dying + new season in another game that I played so I wasn't around for a while.

    Built my first desktop with the help of some friends and finally finished the seasonal stuff for the other game so now back to this game 😆 stuff looks so realistic now going from lowest to ultra is like a totally different game

  13. 14 hours ago, Jugginator said:

    Oh no! If you want help to try to save it from death, post something in General Support.

     

    You technically only need to break down one 500hp wood block in both cases, which takes just a few seconds as a level 1 with a level 1 or 2 stone axe. I will still make sure this is intended, but you don't need to break the 1000hp blocks nor destroy more than one 500hp block to get them for being crafty, which IMO is good to reward players for being crafty.

     

    Here's a short video

    Thanks for the suggestion, but I don't think 7days was what killed it xD I managed to get it back up and running by reinstalling windows, but the issue would still occur until I go into safe mode and disable the graphics driver, so I suspect it's dying hardware (this laptop is about 7 years old) and it's about time I get a new one anyway so my friends are helping me build a desktop (which will be my first desktop, as all I've ever had before were laptops!)

     

    Regarding the POI -- i wasnt sure if "nerdpoling" to reach the containers was considered "cheating" in this case or not, but if it's intended then I guess 500hp isn't a big deal early game :) thanks for the video.

  14. 4 hours ago, Jugginator said:

    IMO This is fine. First case you can get tricky breaking the 500hp ceiling and the other is real easy to break the 500hn wall block there to get to the other bag. Either case 1000hp isn't really hard to get rid of, if they were surrounded by 6000 or 10000hp blocks I's be a little mad about it.

    Does POI tier change any considerations on this? Like if it's a tier 1 POI then would 1000 be considered a lot for early game players? (I can't check to verify POI tier for this, unfortunately my laptop pretty much bricked itself today...and I wanted to see how long it would take to break 2 500hp block with lv1 axe and no miner 69er)

  15. 23 minutes ago, Jugginator said:

    Hi, can you provide the seed name used for this map? You can find information in the text file in the generated worlds folder

    Hi @Jugginator, for Gohayo County, the seed was A20.3B3MAR11 and I think the only thing I changed in terms of map settings was making it a 6k map

    For Xijesi County, the seed was A20.3B3T -- again defaults except map size was 6k

     

    I originally ran into this on Gohayo County, my normal save. When I tried to reproduce it on Xijesi County, my sandbox/bug report save, sometimes the dog would spawn in a different corner, and I would have to do sleeperreset command until I saw one in the fence like that.

  16. 37 minutes ago, Diaboliko said:

    can you guys at least provide some easy-to-deliver method for  less then 300 mb video-reports?

    If youtube doesn't work for you, I've used imgur and gfycat. Contrary to their names, they do support video uploads -- gfycat seems lower quality so I only use it when imgur doesn't want to cooperate with me.

     

  17. 1 hour ago, chikorina said:

    I was not able to reproduce this issue in A20.3 b3.

    There was a ticket for it,  and should have been fixed already.

    Could you try validating your files again?

    Hi @chikorina, I verified my files and tried again and was still having this issue. I deleted my player info so I would start at lv 1 (in case some books I was reading might be impacting it) but the error still occurs.

     

    One thing I notice, if you take too long to do the headshot (i.e. if the mountain lion gets a chance to move before you do the headshot), the error won't occur. I tried recording a video again (I used shotgun this time because it's easier to aim with). In my first attempt, I do the limb shot and head shot in quick succession to get the error. In my second attempt, I waited until the mountain lion moved to do the head shot, and no error occurs.

    https://imgur.com/a/6f2IETx

    Ignore the background conversation, I didn't realize my recording software picked up my friends on discord 😅

     

     

    That's the only other thing I could think of as to why it's not happening for you 😕 if you still can't reproduce it then I dunno, maybe it's my hardware? If it makes any difference, I am running on DirectX 10 by running this in my launch options: -force-feature-level–10–0

     

  18. 1 hour ago, unholyjoe said:

     i will try again tho with the grassy areas.

     

    Thanks! Hope you can reproduce it. I looked at the navezgane map, there is like no grass around that area 😞 and I saw in your videos your POIs dont have that much grass in that area either (like maybe one or two tufts here and there). The owners of those houses must really like to keep their property neat and trim 😆

  19. 1 hour ago, unholyjoe said:


    ***************************************
    i tested this in a20.3b3 stable in navezgane and rwg 8k map.
    i could not get a repro with one shotting and not getting resources.

     

    if you have something different to add then please add it to this one. otherwise tagging as cant repro
     

     

    Hi @unholyjoe, thank you for the video, I took a look again with a different map, and I found something interesting. When I went to try it at different versions of this POI, I found that it's not the same spot every time. What's more interesting is the only time this happens is when there is a grass block being broken. I reviewed my video again with audio (there is an icon on the top right to turn on audio), every time the clay appears to 1shot, it's when I actually hit grass. So instead of focusing on that one corner, can you try going down that edge like in my video? Specifically focusing on areas where you see grass

    I took another video in 3 different versions of the POI to show you what I mean

    https://imgur.com/a/OqasbxK

    So I guess to clarify, the bug is actually "breaking grass changes terrain level"

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