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meganoth

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Everything posted by meganoth

  1. Strangely our "problem magnet" player had that problem for previous alphas even. It might mean his and your problem are not from the same cause, or the bug has multiple or complicated conditions to activate. I would say you should make a bug report, but I can't give you much hope this bug will be found soon, it seems difficult to replicate. But someone has to start the bug hunt. The more people report the bug the easier it is to find a link between them
  2. I voted yes, because I like to see immediately what type of zombie I have in front of me. That allows a bit of tactical decision, who to target first, who needs less hits, who should not be underestimated in melee fights ...
  3. What you are asking for is usually called "learning by doing" or LBD around here. There are some mods which have enabled it again, for example Darkness Falls, but those mods usually have increased difficulty as well compared to vanilla
  4. While "Maybe someday" really means: "I once read a book about an utopia written by a mental patient while he was high on euphoria-inducing drugs. I could imagine being there and getting it done. 😁
  5. How is the CPU doing, is it heating up the case by chance? Normally 7D2D is cpu-bound. Since you compare 7d2d with Wolfenstein how about posting Wolfensteins TechPowerUp data as well. If that shows less GPU chip power draw, we know the additional heat really comes from the GPU, if not the heat must come from other parts.
  6. I cite your previous statement, do you still stand by it? If yes, replace step 3 (which is also step 3 in your detailed example if I understand that correctly) with for each item { result=0; while (abundance>100%) { result=result+1; abundance=abundance-100% } if ( rnd(abundance)==1 ) { result=result+1 } // rnd(k) returns 1 with a probability of k, otherwise 0. This is just the easy to understand pseudocode for single items. This can be easily generalized to stacks of items, so there is no need to do that calculation for every single bullet of a stack of bullets. Note that this algorithm makes sure that at 100% nothing would change. And at 200% exactly 2 items instead of 1 would drop. And at 150% there still would be the one item guaranteed, but another item would drop with 50% chance. For a value of 25% abundance each item that would drop at 100% would now have only a 25% chance to drop. Exactly what you would expect from such a setting
  7. Wrong. The 75 eggs would automatically happen if any egg found would only be found with a chance of 75%. In other words a system like you described above but instead of rounding a percentage chance is used for determining if something is found in loot or not
  8. We need the full log and as unholyjoe already said, it is best to put the log into an online service like pastebin and just post the link to it here. This is explained in the Pinned thread on How to Report an Issue you don't seem to have read.
  9. There already seems to be a routine in there that handles fractions of loot results. If you are right and rounding is used there the fix would be to simply change that to use that routine instead.
  10. This is an english language forum only. Please translate your posts, if neccesarry with an online translator like https://www.deepl.com/translator
  11. I think a dev once explained that a 50% loot chance would be handled correctly in that an internal dice roll would decide if an item drops or not. Whether that is true, false or bugged only a test can show
  12. You are correct. It was just an idea he mentioned.
  13. Isn't smelting on the way out already? You are beating a horse that will be dead in A20
  14. With the added difficulty that it glitches through walls sometimes 😎
  15. So what? It makes the game more difficult. Now increase zombie spawn like in most mods and zombies get harder. I listed 4 things to do, do it all and you will find yourself challenged. Or start A16 again and feel as bored as you are now. I know, I have visited the hub city in A15 when I had more experience with the game and it was much less dangerous than when I had been a newbie.
  16. Reply from a tester, they are aware of the problem:
  17. This is the difficulty mulitiplier. It depended on difficulty setting in earlier alphas but in recent alphas is just fixed at 1.2 PS: Made a bug report. Probably won't help you in your game, except if they fix it fast and backport it to A19.
  18. This is a consequence of capped player level (at 300) and dayssurvived capped at player level. Therefore maximum gamestage at the moment is (300+300)x1.2 = 720.
  19. BlockPenetrationFactor is also mentioned 4 times in items.xml ----------- Hint: Get yourself an utility to search for strings in lots of files, makes looking for stuff like this much easier. Or it might be possible to activate Unix-support in windows and simply type grep "searchstring" * after changing to that dir in the shell to get a nice list of every occurence of that string
  20. I see your mouth is capable enough to take on a mountain lion 😁
  21. The field above your base has to be plated in cobblestone or concrete, not just the ceiling of your base. So that a single digger does not create a hole that eventually presents a faster path. Also there needs to be a field of spikes and later turrets to pick off the zombies that go into destroy mode instead of following paths. Headspace may be a problem, even if you can walk down there without hitting your head the pathing of the zombies might see it differently.
  22. I made an empirical test: 1) Sat around somewhere safe measured food use while nothing was happening. It was one food every 2:15 minutes. Lets call it base digestion 2) Jumped on a spike trap then let myself heal by natural healing. It was roughly 10 food to heal 10 health, after deduction of the base digestion 3) Then with Healing Factor 2 did the same. It was again 10 food to heal 10 health after deduction of base digestion. It just happened about twice as fast (5 minutes instead of 11-12)
  23. Usually this means the other players data is borked in the save game. To make sure it isn't the world data itself your friend should move 500m in any direction. If the error still persists it is probably the player data Then you could try this: First let your friend join again so he can write down his level and the books he knows. Then he should put everything he owns and wears into storage While the game is NOT running locate your savegame, go into Players and delete the two files that are named like your friends steam-ID. To be safe your friend meanwhile should delete everything in SavesLocal (which should be located in the same dir his local savegames are). The bad news is that afterwards your friend will start at 0 again. So you have to give your friend admin rights (there is an admin command in the console that should do that, otherwise use serveradmin.xml which is located in the savegame folder as well). He can then get back his levels with the command giveselfxp and use creative menue to get back book knowledge and items.
  24. You said this. So I showed you the lines where it does (presumably, I didn't exactly analyze it, the comment line seemed enough to show its purpose).
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