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Record Comments posted by NekoPawtato
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Update: I was able to get a clip of it happening in SP as well, but as mentioned it's very hard to get consistently here is video from the moment I made a new map
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7 minutes ago, 3ternalDamned said:
Double checking on this on the server, and unable to repro. Checked all 3 instances of the POI on the server and no microwave.
Yeah unfortunately I don't have a clue on how to repro this. It's one of those needle in a haystack issues I assume, because the issue went away the moment I relogged, and it didn't happen to me the other 2 times I went to this POI
But the video at least confirms I'm not going crazy!! haha
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Sorry game mode should be MP Client on Dedi
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I had the same happen to me, I was in the middle of doing a T4 quest, "The Fates Motel" and was also playing in the Public TFP Test server.
My logs with the stack trace at the end seem similar to namamono's but instead of "Protect" and "Encrypt" mine says "Unprotect" and "Decrypt"
Also I do not have a folder named "Crashes" as suggested by the crash report at the bottom of the log
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As a workaround for respawning around the non-existent backpack, see if this person's post helps with that:
Since your friend is hosting the game, they will need to be the one to do this
(out of curiosity though, before removing it, what do the backpack entries look like in the players.xml?)
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It's a known issue (I actually put in the same bug yesterday )
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18 minutes ago, koitsu said:
Is there a workaround for this? The socially-recommended `cr f` understandably results in duplicate traders, and `kill {entity-id-of-trader}` can't be used to get rid of extra traders.
How can one effectively get out of this situation without starting over from scratch?
See if this post helps. If not, someone further down suggested a mod that worked for them
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42 minutes ago, chikorina said:
I was not able to repro. That biker successfully dropped down every time for me.
There is a ticket already written for oddities with enemy location between clients and host after ragdolls.
Yeah I figured it was probably hard to repro, first time I've ever seen that happen in general for any zombies that dropped from the ceiling.
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Correction on game mode, this was not SP, it's MP (client on dedi)
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I think the issue here is, even if you finish clearing the zombies and haven't grabbed satchel yet, if you relog or disconnect, the zombies all respawn and the game tells you that you have to clear the area again. At least when I tried this in singleplayer, it doesn't make you "start" the quest again and reset the place. Which means if you hit the button in the tower before you disconnected, that switch doesn't reset. And because some zombie spawns are tied to that button trigger, you're not going to be able to get those zombies to spawn back in to finish your clear quest.
7 minutes ago, NekoPawtato said:I think the issue here is, even if you finish clearing the zombies and haven't grabbed satchel yet, if you relog or disconnect, the zombies all respawn and the game tells you that you have to clear the area again. At least when I tried this in singleplayer, it doesn't make you "start" the quest again and reset the place. Which means if you hit the button in the tower before you disconnected, that switch doesn't reset. And because some zombie spawns are tied to that button trigger, you're not going to be able to get those zombies to spawn back in to finish your clear quest.
Nevermind might be a singleplayer vs dedi thing
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Here are all the spots we checked after I went over there to help look for the missing zombie(s):
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Did you or someone else perhaps put some chests down in that POI before starting the quest? The error in the logs and behavior sounds just like this bug:
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See if this post helps you
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This is intentional, you can read up more on it in their release notes
https://7daystodie.com/a21-official-release-notes/
"Loot Container Changes
When emptied, smaller containers such as trash bags, backpacks, and bird nests will now be destroyed. On the other hand, larger containers like clothing racks, desks, filing cabinets, and gun safes will transition to an open state once they have been emptied. This update brings a more realistic and immersive experience, as players can observe the visual representation of empty containers while navigating the game world."
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Might be related to this bug
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@markboston37 what level is your armor crafting in the crafting skills tab? You need at least lv38 to craft quality 5
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5 hours ago, chikorina said:
After a lot of limb chopping, I've confirmed and found a 100% repro for this. I'll write an internal ticket for it.
I almost feel bad for all the limbless zombies 😅
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Sorry forgot to paste the log. Here it is: https://pastebin.com/zFu2E9jj
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Regarding the pink textures, I know there was similar bug reported and the resolution was to remove "-force-feature-level-10-0" but I don't see that in your logs anywhere
I do see in your log you have errors about d3d11. Does it still happen if you disable "SS Reflections" in the game settings? There is something on the Known Issues list about that:
https://docs.google.com/spreadsheets/d/13VnmkOdKC9XEOy_neb0Tp34-WPXu-aDw4jfJxcquuvc/edit#gid=0
QuoteSS Reflections can cause some GPU's to fail, leading to a crash (if you receive d3d11 buffer fails in your log with a crash, try disabling SS Reflections)
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Hi @chikorina! I just want to add that I have had the game respawn me very far from the backpack as well, but only by chance while messing around in creative mode.
I'm doing this in SP mode using the PREGEN10k map, you can have it occur consistently if you die in the area that I have in the video (-3369 29 -2239). So far, I have been able to have it occur in other places when dying in the middle of a large body of water that is very deep. So it may not be the same scenario, but still same symptoms.
video:
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sylen was referring to the website, called https://justpaste.it/
They didn't mean literally paste the logs here 😉
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1 hour ago, chikorina said:
Hmm, I think that one is actually intended. Because vehicles are entities. You can push zombies and animals around with no collision too, because they are entities.
Oh! I see. Are they only entities when they are moving? Because sometimes you can push them and sometimes you can't. Still fun to see the vehicles go flying either way though 🤣
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12 minutes ago, chikorina said:
It was fun doing the repro video😹
Haha, if you like this one, you will probably like the other one that I logged where I could push vehicles around while in god mode. That one was fun too 😆
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Sorry I made a mistake in the title, it should be
Quote"Persistent Profiles" setting when creating new game does not initialize to its default settings
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Blood Moon oddities on Public TFP Test Server
in Can not reproduce
Posted
Unfortunately I don't know exact numbers but I have seen this behavior in a couple blood moons now. I would say usually more than 5 players are on but less than 10. If I see it happen again I'll take note of number of players