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bdubyah

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Everything posted by bdubyah

  1. I will say I agree about the awful iron sights on almost all guns now. ...the rest? Not so much.
  2. Especially those river stamps. Er, I mean stamp. Cities and stuff look good, but two things stick out to me: the wilderness POIs seem to be perfectly spaced apart from one another. And the roads look...a bit odd.
  3. https://pastebin.com/sStBeeYy Still throws the error. Took a few resets for it to pop. This is of course turning the vending machines into SecureLoot containers, but I believe having usable workstations like the workbench cause the same issue.
  4. I can give it a try. But it also happens when a quest rally marker is activated to reset the POI. the CR method was just a quicker way to repro it.
  5. Summary: When holding the double barrel, your hands are no longer visible in FPV. If you switch to TPV you clearly see your character holding it with both hands. Was even noticeable in the newest 1.0 trailer. Game Version: (A21 b337) OS/Version: (Windows) CPU Model: (Intel i7 12700K) System Memory: (32 GB) GPU Model and VRAM: (nVidia GTX 3080 Ti 12 GB) Screen Resolution: (2560x1440) Video Settings: (High) Game mode: (Any) Did you wipe old saves? (Yes) Did you start a new game? (Yes) Did you validate your files? (Yes) Are you using any mods? (No) EAC on or off? Either Status: NEW Bug Description: When holding the double barrel shotgun, your hands aren't visible in first person. Detailed steps to reproduce the bug: 1)Equip a double barrel. 2)Question what in the world is holding that gun up. 3)Go third person and whew, your hands are actually there. Actual result: (No hands in first person holding a double barrel.) Expected result: (You have hands when holding the double barrel in FPV.)
  6. This is a repost of a bug Zilox posted in Gup's discord. It can happen in vanilla, but running mods seems to make it worse. I'm going to copy/paste his original post and then I'll post the usual bug report form. Also a small modlet is linked after his info that is used to reproduce the error. "I have come across a game breaking bug with the SecureLoot class when resetting quests, and or resetting chunks with blocks that have this class. When I reset a quest in a poi that has a block with the class SecureLoot, it throws an exception about attempting to read past the end of the stream It seems to only happen when I use this within a mod, as I could not reproduce this with any vanilla vehicles such as the cop car which also used the SecureLoot class, so I believe it is a mod specific issue when using SecureLoot. It only happens when running on a dedicated server. I have included an example modlet which adds SecureLoot to the vanilla vending machines to help easily reproduce the issue, these machines can be found in many POI's so it was the easiest way to demonstrate the issue. Test modlet can be found here: https://drive.google.com/file/d/1u27ngPLHWs4btJ6YOh0bWu78m5Cxn3G-/view?usp=sharing I have tested this against the latest stable build of A21.2(B30) How To Reproduce: 1) Install the provided modlet on client and dedicated server 2) Load the Navezgane map on the dedicated server 3) Once in game, teleport to the navezgane hospital (hospital_01) 4) Make your way downstairs to a vending machine 5) Open the console and type the command cr twice (this can also be done by giving yourself a quest at the hospital and starting it twice) 6) Observe that an error pops open the console reading Attempted to read past the end of the stream" Summary: Having SecureLoot blocks in a POI can cause errors when resetting the POI for a quest. Game Version: (A21 b37) OS/Version: Windows CPU Model: Intel i7 12700K System Memory: 32 GB GPU Model and VRAM: nVidia GTX 3080 Ti 12 GB Screen Resolution: 2560x1440 Video Settings: High Game mode: Client on Dedi, RWG or NAV Did you wipe old saves? Yes Did you start a new game? Yes Did you validate your files? Yes Are you using any mods? Yes EAC on or off? Off Status: NEW Bug Description: Resetting a POI that has blocks using the SecureLoot class throws End of Stream errors. Detailed steps to reproduce the bug: Read the process above Actual result: Resetting a POI on a dedicated server that has blocks using the SecureLoot class throws End of Stream errors. Usually breaks the POI reset as well. Expected result: No errors when resetting a POI that has SecureLoot class blocks in it.
  7. I'm not sure this conversation is worth the time if you just refuse to accept most of your "missing" features were never meant for 1.0 to begin with. How do you know 1.0 won't bring this missing balance? Every update has made changes to this, no reason to believe 1.0 won't do the same. Endgame as in, what exactly? A story? Oh yeah, more stuff meant for after 1.0... Same with bandits....... What isn't done with RWG? They are still iterating on it, but I'd say it is more than good enough for a 1.0 release. Honestly not even sure what the last part is supposed to mean. Reads like gibberish to me. What did their change their mind from, to? Pretty sure the objective for the last few years is to finish the game. 1.0 is a step towards that.
  8. Just because they hoped they could get them in doesn't count as anything. Obviously they would love for them to be in and perfect already, but things don't always work out that way. Just because they had expressed hope that they could get them in earlier isn't a promise. And as you can see from that KS list, they have actually already added several features into the game that weren't promised for a 1.0 release. But you won't mention that because you just wanna spew salt. I'm forgiving because I paid like $8 for this game, and have more than got my money's worth already. Any new cool stuff they add is just icing to me. Plus, I also have reading comprehension to know that the features you are complaining are "missing" from 1.0 were never promised to be in 1.0 from the beginning. Would it have been cool if they were in? Absolutely. Am I gonna go rage on the forums because they aren't? Absolutely not.
  9. Except TFP had already stated those features wouldn't be required for full release like 10 years ago...
  10. Not really. I mentioned it to sphereii, but doubt anything with it changes before A22/1.0. I don't think there is a way to fix it. Either just call it a loss, or use creative mode to give yourself stuff to hire more and spawn them in.
  11. Did you ever happen to store them inside another NPC's inventory? That seems to bug them out. And I capped total hires at 2 a while back. So that may be an issue, but not sure if it would apply to ones already hired. What version of the mod were you on before coming back?
  12. Pushed a small update to Wasteland, just a few fixes. !!!EAC MUST BE OFF!!! Game Version: 21.2 Wasteland Version: 21.2.2.61 -Mod Dependencies: SCore v.21.2.101.931+ NPCmod v.21.1.0.20+ FullautoLauncher v.1.2.2 RandomMainmenuBackground v1.0.2 -----WL FIXED/CHANGED----- -Fixed: Wasteland pipe shotguns were missing reloadPenalty tag -Fixed: Legendary melee weapons were missing tags for Flurry perks -Fixed: Katana wasn't able to be crafted higher than Q1
  13. A major update compared to...what? The current console version, or the current PC version? Obviously it will be quite a bit different than the current console version. And I'm sure even the PC version may get a few new POIs for 1.0. But at the end of the day it's still basically the same heightmap. Though the biome layout may be different as I know that changed...at some point. Don't remember which alpha it was. Haha. I would think consoles will at least also get some Pregen maps, same as PC.
  14. Then don't buy it till you deem the game "finished"? You want the art team just sitting on their hands while they wait on other parts of the game to catch up?
  15. It says it right under the 1.0 bit in the pic they posted:
  16. You can harvest it from most radiated creatures, like scorpions and deathclaws. You also harvest it from radiated blocks found in POIs. It's also a rare drop from most entites, like radiated zombies and mutants. Traders also have a chance to sell a few.
  17. Then you should ask in my thread. 😛 Look at the top of Wasteland's dialogs.xml. Change the value for CurrentHireCount to something higher. I think it's at 1 now, which allows for 2 hires.
  18. I don't think NPCCore does that itself. That's usually set in mods that use NPCCore.
  19. I think the respawn delay is basically in game days. So a .5 means half a game day. I prefer higher spawn counts, but a bit higher delay so you can kind of clear areas for a bit, but that's just a preference. Probably just need to do some tests changing the spawn counts and the delay till you find something you like. I'd say something like 2-3x vanilla spawns with vanilla-ish delay would be a decent starting point, in my mind. MP I wouldn't think would affect biome spawns much, other than if you have real high spawn counts set and a few people spread out on a server you could hit the cap and start seeing less spawns. Especially when sleepers start getting activated and whatnot. I'm not sure if biome spawns are per player in MP or not. I wouldn't think so.
  20. This is great news. I'm not sure if it's your part of RWG or not, but do you know if there have been any new stamps added for things like rivers and stuff? What we have now is super limited and repetitive. Judging by your pic it seems to still be the same squiggly line for rivers, unfortunately. Any chance of them becoming procedural instead of using stamps?
  21. Please post or link to the entire log. Snippets of it are not really that useful.
  22. I've used it several times without issue, as have tons of other people. But sure, I bet it's the program and not user error...
  23. As we were talking about before, that isn't the problem. The game only has a handful of zombie types. There is barely any more stress having 10 of one zombie on screen versus 100 as far as graphics go, other than maybe the jiggle physics stuff they added. The AI is mostly what drags the game down when the zombie counts get high. They had mentioned making a simpler AI to use on horde nights but not sure if that is still the plan or not. They also said the smarter AI they gave zombies around A17 or so was testing it for when bandits came in, which made me think once they did add bandits, that zombies would go back to a simpler AI. I wouldn't mind zombies staying smart during the day, or maybe just having sleepers spawn with the better AI so they can navigate buildings better, but horde night AI should be simpler. As it is, zombies try to get to your height first, then try to get close. They should reverse that and make them try to take a straight path to get close first, then worry about the height. That would make them more dangerous again as they wouldn't be as easy to cheese with pathing.
  24. That just isn't the case. Go into a world and enter dm mode. Hit F6 and check the Spawn 25 box. Spawn 75+ zombies and watch your game go to crap. And that's with the zombies doing basically nothing. Go to a POI with a complex path through it and spawn them again. Your game will be almost unplayable and the AI will slow to a halt. The best PC you can buy today will have those same struggles.
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