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Falcon197

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Everything posted by Falcon197

  1. 2 interesting things to report. First, out of 12 people who play on the Warhawk map, so far 5 have reported encountering the bug and the specs trend is predominantly HDD, though there was 1 person rocking an SSD. RAM specs are all DDR4. I'm still collecting specifics on brand, sticks, clocks, etc. Will report those findings in full when everyone sends it in. Second, I did an experiment and reinstalled my game to my M.2 (was originally on my HDD) and loaded into the map to see if the bug persisted and it hasn't. Imposter marble blocks are visible as part of a POI's lod at long range but now they correctly derender at nearer distances. Thinking that you're onto something with the hardware as a potential root cause, @Jugginator.
  2. My 7DTD is installed on a 1TB Western Digital HDD. RAM is Corsair Vengeance, 4 x 8GB DDR4 - 3200MHz base core clock. EDIT: Also sorry that my repro steps didn't work straight away. Seems the way the bug manifests can differ for separate people. But I've had friends playing the Warhawk map with all different specs complain about the same issue. I'll collect system info from them (9 other people) to give you guys a broader data pool.
  3. Here's some screencaps. I'm still looking into the specific prefab names: Notice the phantom blocks present here, but not in the newer POI across the street - See the following screencaps for additional older POIs. Curiously, the Dishong Tower highrise was fine, while the pharmacy high rise had phantom blocks. Meanwhile, nearly all the older POIs consistently had phantom blocks.
  4. Definitely the former. There's a couple prefabs in particular I recognize from some of the very early builds of the game - one looks like a ruined downtown bank or something. Others include ruined multi-story buildings. I'll take some screencaps and try to figure out their names.
  5. https://drive.google.com/file/d/1EFWSrE3YZDnFgZF7iZHHrlkmYQFIrbrU/view?usp=sharing - 4km x 4km NitroGen map with the following parameters: Replication steps: 1) Start a new game, with any settings 2) Spawn into the world and make your way to the city (roughly in map center) 3) Either spend an extended period in a POI on the edge of the city (+1 hour) then return to the middle of the city (high rise or trader area), OR - 4) If phantom blocks aren't appearing, return to POI on edge of city, leave the game and reload / reconnect and then travel to the middle of the city Some Notes: - As stated before, phantom blocks tend to appear more frequently on older POIs from pre-A18 builds of the game, but I've also seen them on newer prefabs - I have seen this bug in singleplayer, a private friends-only game, and in a dedi server all with the same map - The bug persists in vanilla and modded 7DTD - When the phantom blocks appear, if you quit and reload (sometimes restart the whole game), they vanish and will start appearing in chunks other than the one your PC loads into on entry
  6. I can post my Nitro map where the issue has occurred consistently on A19.4 b7 with instructions for replicating and my complete system specs.
  7. I don't believe I'm using Compopack. Where would it be situated in my directory? Edit: Confirmed I've only used A19 Vanilla (default) setting for my prefab list parameter in NitroGen. Not sure if it's somehow pulling in older POIs and that's having some strange effect. I don't seem to have any issues with the phantom blocks on vanilla, and as you said they void on a reconnect to the dedi server I'm using. The bug is 100% chunk-based though, in that the issue never occurs for me in the chunk I am located in on load-in, but I'll see it when I move into adjacent chunks. This persists if I move to another chunk with the issue, leave, and reconnect - then travel back to the chunk which was phantom-block free on the last load-in. So it seems like the game is only executing correct LODs on whatever active chunk you load into and then fails to do so on all others. I'll keep experimenting.
  8. Something I can share that hasn't been mentioned so far, which I learned from taking a closer look at NitroGen. It seems that the tool's mapgen will place POIs from older alphas. There have been a handful of instances where I've hosted a NitroGen map in A18 with denser cities and noticed that older POIs would have phantom marble blocks, while newer POIs (included in A16 or later) did not. A19 seems to have equal opportunity issues across all POIs in dense cities on 19.4 stable, but I thought this might be worth calling out.
  9. Pretty sure it's not in the XMLs either, as I have looked for it but not with a fine-tooth comb. I'd think it would be an easy removal.
  10. Not gonna sugarcoat it: rcon being taken out earns a downvote from me, because while cutting out r-con and rebar frames is on the one hand a huge time and resource-saver, on the flipside it kills some of the immersion with heavy construction projects and limits base hardening from a process perspective. The group I play with rolls with mass concrete production and relies on rcon as a stop-gap because it is easier to mass mine and process stone with multiple mixers while we work on steel production in preparation for reinforcing rcon blocks to max tier. I won't discount the possibility that I'm doin' it wrong, but as the main builder for my guys who's made the exact same massive base for the last 3 alphas, getting the structure upgraded to steel always takes longer than going from normal crete to rcon, due in large part to the additional skill points in INT required to fully unlock steelworks. Forcing us to rely on basic crete in the interim presents a significant balance shift favoring the horde. I understand the reasoning behind the move, but if it's not too late to pump the brake on the decision, I wanted to add my two cents to the melting pot of opinion.
  11. The virus stuff can be taken out by deleting the XUi and XUi_Menu folders, and the buffs.xml, and entityclasses.xml files in the Config subfolder.
  12. Excited for the next update on this 😀
  13. Any time line on when the new update will be completed?
  14. Any update on this mod? Would love to add the new guns, but the holographic display is really obnoxious. Is there a way to remove it by adjusting the config?
  15. Solved my issue! Thanks FastBurst.
  16. Call me report #2 - when I loaded the Client version for b173, my game froze after starting - during the main menu loading sequence. Reverted the file back to vanilla and it fixed the issue. I've never had issues with this mod before, so something's definitely not right this time around.
  17. Any chance of getting an A19 update for this glorious mod? The console hands back lots of red-script errors dealing with issues in recipes.xml - for some reason it's mostly the default gun recipes that are throwing errors instead of the modded weapons. Would really REALLY like to keep using this, if the author is still doing work on it.
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