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Falcon197

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Posts posted by Falcon197

  1. 15 hours ago, doughphunghus said:

    if there were a good / agreed upon method to “try to replicate this” that would be acceptable (like what map to load, what to do/how far to go/visit a certain POi to visit either manually or using debug menu commands) I’d be willing to try it out a bunch to see if I can replicate it. I know it sounds weird but usually when it happens I haven’t seen a pattern to “what I’ve been doing In  game” and it occurring.

     

    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.

  2. 20 minutes ago, Boidster said:

     

    Possibly you mean Compopack? NitroGen doesn't include any POIs; it only uses the rwgmixer that you tell it to, and the only POIs which can appear in game are the POIs in your installed game's \Prefabs folder. NitroGen can't add POIs from older alphas unless those old POIs are hanging around in your game folder for some reason (maybe copied there from Compopack).

     

    I play on a vanilla RWG map, but using Compopack's POIs/rwgmixer, and I occasionally get the phantom blocks. It doesn't happen too often, and I just restart the client and it fixes it usually for the rest of the play session. Hard to file a bug report; I can't repeat the problem.

     

    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.

  3. 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.

  4. 15 hours ago, manni44 said:

    So if R Concrete is gone. What happens to rebarframes ? are we supposed to lay out our bases with woodframes and upgrade all the way ? just curios 

     

    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.

  5. 3 hours ago, Souhank said:

    this mod removes the virus ta? or whatever it's called, I looked for it in the posts of this forum, but I didn't find anything.

     

    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.

  6. 6 hours ago, FastBurst said:

    102 Downloads so far, I would have to see if anyone else is having the issue - so far you are the only one to report anything like this.

    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.

  7. 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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