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meganoth

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Posts posted by meganoth

  1. 1 hour ago, Khalagar said:

     

    Good questions as both are issues imo. Stealth builds are just a bad meme because they can't de-aggro zombies

     

    Wrong. zombies can be de-aggroed. I did test this when auto-aggro rooms were a huge discussion topic.

     

    Quote

    and they are useless on the most important night of the week, and like you said, the way the encounter zones works makes them useless too.  I tested suppressors and I cannot find a single benefit to them. You can sit outside the room entrance and just crouch and use an unsilenced hunting rifle to shoot sleeping zombies, and it will only wake them up if you miss a shot and hit a wall or something.  Best I can tell, the suppressor only matters for wandering zombies out in a field, which are by far the least threatening zombies in the game so it's not worth the item slot imo

     

    I could be wrong here, but suppressor matters when your distance to zombies is low. Distance is BY FAR the most important variable for waking up zombies, so once you are far enough away you can shoot with an elephant gun and not wake up any zombies. But try to shoot them from say 5 blocks away and you need a suppressor (or a bow)

     

    What I often forget is to turn off my helmet light and that breaks stealth as well, even with a silenced pistol

     

     

    Quote

    For traps, I agree completely too. Any meta build is just "Stand on a roof throwing molotovs and grenades". The only traps I really see used anymore are the shock wire ones to slow zombies to give yourself more time to deal with them. Turrets will blow your entire stockpile of ammo, and blade traps will just break 2 seconds in

     

    A cat walk + Explosion Candy + Molotovs and contact grenades = barely any resource expenditure for a horde night

     

    That's more an issue with grenades being insanely OP than anything though. I don't even bother perking into explosives, just the candy + base damage is more than enough

     

  2. 6 hours ago, Sal said:

     

    And this is a problem.  All of them should spawn as soon as you start the quest.  Otherwise, what's the point of having a yellow indicator in the first place if it's not going to tell you where the remaining Z's are at? 

     

    Even if you do happen to miss 1 small room in a huge POI like the deshong tower for example, the indicator should tell you that.  It's what it was designed for, correct?

     

    That sounds like a game problem....not a user problem.  Users shouldn't have to resort to willingly cancel a quest just because a function of the game isn't working properly.

     

    You are not "failing" the quest willingly.  You are not walking out of the area and/or failing to grab the satchel.  You are failing it because a part of a game function is not working like it was supposed to. 

     

     

    If a boss kills me in a fight, I also don't die willingly, I still fail.

     

    Now granted, a trap room where you don't fall into the trap should not lead to a situation where you are worse off than someone who fell in. And this problem was acknowledged by TFP and a fix "promised". The fix will be that those zombies won't count for finishing the quest. Unless TFP forgot (and we have to remind them) I expect this to be in A20 among numerous smaller fixes.

     

  3. 42 minutes ago, roughgalaxy said:

    Is there a planned change to Traders? Right now we can't collect any of their crops since it's not E to collect anymore and they have trader immunity. Is TFP planning on removing the crops or otherwise making them available to players or are we doomed to be teased with coffee every time we go to visit Trader Joel?

     

    I like your use of the word "doomed" 😁

  4. 56 minutes ago, Khalagar said:

    Speaking of bleed damage, wasn't that supposed to be getting a major buff / rework in A20? I recall Mad Mole talking about wanting to make status effects more important for players and I think also mentioned it applying to the machete line to make them more appealing. ATM from all the tests I've run, machete is one of the worst weapons in the game just because it can't really compete with a club or sledge in any real situation. Even for hit and run you can just use a fire mod on a better weapon and bonk them

    I remember talk about status effects too, but not about bleed. It was so zombies all have specific effects, not give effects all over the map.

     

    When comparing to club/sledge ALL other melee weapons look bad. This may even be intentional to make strength the novice perk tree in release version. If not the only sensible way out is to nerf club/sledge

     

  5. 1 hour ago, user2010 said:

    The game won't start!
    Drops out with Unity error!
    I am attaching the error log!

      Reveal hidden contents

    Mono path[0] = 'E:/Games/SteamLibrary/steamapps/common/7_Days_To_Die/Alpha19/GanTheGrey/Greys_Prophecy/7DaysToDie_Data/Managed'
    Mono config path = 'E:/Games/SteamLibrary/steamapps/common/7_Days_To_Die/Alpha19/GanTheGrey/Greys_Prophecy/MonoBleedingEdge/etc'
    Initialize engine version: 2019.2.17f1 (8e603399ca02)
    [XR] Discovering subsystems at path E:/Games/SteamLibrary/steamapps/common/7_Days_To_Die/Alpha19/GanTheGrey/Greys_Prophecy/7DaysToDie_Data/UnitySubsystems
    Forcing GfxDevice: Direct3D 11
    GfxDevice: creating device client; threaded=1
    Direct3D:
        Version:  Direct3D 11.0 [level 11.1]
        Renderer: NVIDIA GeForce GTX 1060 3GB (ID=0x1c02)
        Vendor:   
        VRAM:     2988 MB
        Driver:   27.21.14.5751
    Begin MonoManager ReloadAssembly
    - Completed reload, in  0.116 seconds
    <RI> Initializing input.
    <RI> Input initialized.
    <RI> Initialized touch support.
    UnloadTime: 0.520700 ms
    2021-02-20T13:45:06 0.018 INF Start harmony loading: E:/Games/SteamLibrary/steamapps/common/7_Days_To_Die/Alpha19/GanTheGrey/Greys_Prophecy/7DaysToDie_Data/../Mods
    2021-02-20T13:45:06 0.026 INF DLL found: E:/Games/SteamLibrary/steamapps/common/7_Days_To_Die/Alpha19/GanTheGrey/Greys_Prophecy/7DaysToDie_Data/../Mods\GP_Entities/Harmony/Harmony-GP_Entities.dll
    2021-02-20T13:45:06 0.053 INF DLL found: E:/Games/SteamLibrary/steamapps/common/7_Days_To_Die/Alpha19/GanTheGrey/Greys_Prophecy/7DaysToDie_Data/../Mods\Greys_Prophecy/Harmony/Harmony-Greys_Prophecy.dll
    2021-02-20T13:45:06 0.063 INF Found harmony interfaces: 2
     Loading Patch: GPEntitiesHarmonyInit
     
    (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 35)

    Fallback handler could not load library E:/Games/SteamLibrary/steamapps/common/7_Days_To_Die/Alpha19/GanTheGrey/Greys_Prophecy/7DaysToDie_Data/Mono/data-000001F617F18190.dll
    Fallback handler could not load library E:/Games/SteamLibrary/steamapps/common/7_Days_To_Die/Alpha19/GanTheGrey/Greys_Prophecy/7DaysToDie_Data/Mono/data-000001F61F639120.dll
     Loading Patch: GreysProphecyHarmonyInit
    2021-02-20T13:45:07 0.616 INF [Steamworks.NET] SteamAPI_Init() ok
    2021-02-20T13:45:07 0.832 INF Localization language: russian
    2021-02-20T13:45:07 0.855 INF Texture quality is set to 0
    2021-02-20T13:45:07 0.856 INF Precaching...
    2021-02-20T13:45:07 0.857 INF Precaching file: 7DaysToDie_Data/resources.assets
    2021-02-20T13:45:07 0.939 INF [EAC] Not loading, not started from launcher
    2021-02-20T13:45:10 4.068 INF Precaching file: 7DaysToDie_Data/sharedassets1.assets
    2021-02-20T13:45:10 4.084 INF Precaching file: Data/Bundles/blocktextureatlases
    2021-02-20T13:45:17 10.300 INF Precaching file: Data/Bundles/terraintextures
    2021-02-20T13:45:22 16.163 INF Precaching done
    2021-02-20T13:45:22 16.164 INF Loading main scene
    Unloading 6 Unused Serialized files (Serialized files now loaded: 0)
    UnloadTime: 1.275800 ms
    2021-02-20T13:45:23 16.434 INF [GSM] Singleton Initialized...
    2021-02-20T13:45:23 16.446 INF Awake IsFocused: False
    2021-02-20T13:45:23 16.446 INF Awake
    2021-02-20T13:45:23 16.457 INF Version: Alpha 19.3 (b6) Compatibility Version: Alpha 19.3, Build: Windows 64 Bit
    2021-02-20T13:45:23 16.457 INF System information:
    2021-02-20T13:45:23 16.457 INF    OS: Windows 10  (10.0.0) 64bit
    2021-02-20T13:45:23 16.457 INF    CPU: Intel(R) Core(TM) i5-4570 CPU @ 3.20GHz (cores: 4)
    2021-02-20T13:45:23 16.457 INF    RAM: 16323 MB
    2021-02-20T13:45:23 16.457 INF    GPU: NVIDIA GeForce GTX 1060 3GB (2988 MB)
    2021-02-20T13:45:23 16.458 INF    Graphics API: Direct3D 11.0 [level 11.1] (shader level 5.0)
    2021-02-20T13:45:23 16.458 INF Last played version: Alpha 19.4
    2021-02-20T13:45:23 16.458 INF Local UTC offset: 3 hours
    2021-02-20T13:45:23 16.466 INF Command line arguments: E:\Games\SteamLibrary\steamapps\common\7_Days_To_Die\Alpha19\GanTheGrey\Greys_Prophecy\7DaysToDie.exe -force-d3d11 -language=Russian -logfile E:\Games\SteamLibrary\steamapps\common\7_Days_To_Die\Alpha19\GanTheGrey\Greys_Prophecy\7DaysToDie_Data\output_log__2021-02-20__13-45-02.txt
    2021-02-20T13:45:23 16.467 WRN Command line argument 'language' is not a configfile property, ignoring.
    2021-02-20T13:45:23 16.468 INF Not running in Big Picture Mode, no on-screen keyboard available
    2021-02-20T13:45:23 16.469 INF Starting PlayerInputManager...
    Fallback handler could not load library E:/Games/SteamLibrary/steamapps/common/7_Days_To_Die/Alpha19/GanTheGrey/Greys_Prophecy/7DaysToDie_Data/Mono/XInputInterface32
    Fallback handler could not load library E:/Games/SteamLibrary/steamapps/common/7_Days_To_Die/Alpha19/GanTheGrey/Greys_Prophecy/7DaysToDie_Data/Mono/XInputInterface32.dll
    Fallback handler could not load library E:/Games/SteamLibrary/steamapps/common/7_Days_To_Die/Alpha19/GanTheGrey/Greys_Prophecy/7DaysToDie_Data/Mono/XInputInterface32
    Fallback handler could not load library E:/Games/SteamLibrary/steamapps/common/7_Days_To_Die/Alpha19/GanTheGrey/Greys_Prophecy/7DaysToDie_Data/Mono/libXInputInterface32
    Fallback handler could not load library E:/Games/SteamLibrary/steamapps/common/7_Days_To_Die/Alpha19/GanTheGrey/Greys_Prophecy/7DaysToDie_Data/Mono/libXInputInterface32.dll
    Fallback handler could not load library E:/Games/SteamLibrary/steamapps/common/7_Days_To_Die/Alpha19/GanTheGrey/Greys_Prophecy/7DaysToDie_Data/Mono/libXInputInterface32
    2021-02-20T13:45:23 16.677 INF InControl (version 1.8.2 build 9357, native module = False, XInput = True)
    2021-02-20T13:45:23 16.697 INF Starting UserProfileManager...
    2021-02-20T13:45:23 16.793 INF Occlusion: Awake
    2021-02-20T13:45:23 16.807 INF Persistent GamePrefs saved
    2021-02-20T13:45:23 16.813 INF Controls Reset
    2021-02-20T13:45:23 16.814 INF ApplyAllOptions streaming budget 2689.2 MB
    2021-02-20T13:45:23 16.815 INF ApplyAllOptions current screen 1920 x 1080, 60hz, window 1920 x 1080, fullscreen True FullScreenWindow
    2021-02-20T13:45:23 16.815 INF Texture quality is set to 0
    2021-02-20T13:45:23 16.816 INF ApplyTextureFilter 0, AF Disable
    2021-02-20T13:45:23 16.817 INF ApplyTerrainOptions 3
    2021-02-20T13:45:24 17.678 INF [MODS] Start loading
    2021-02-20T13:45:24 17.680 INF [MODS] Trying to load from folder: GP_Bigger_Backpack
    2021-02-20T13:45:24 17.715 INF [MODS] Loaded Mod: GP_Bigger_Backpack (19.1.0)
    2021-02-20T13:45:24 17.716 INF [MODS] Trying to load from folder: GP_Custom_Storage
    2021-02-20T13:45:24 17.716 INF [MODS] Loaded Mod: GP_Custom_Storage (19.1.0)
    2021-02-20T13:45:24 17.716 INF [MODS] Trying to load from folder: GP_Custom_Vehicles
    2021-02-20T13:45:24 17.717 INF [MODS] Loaded Mod: GP_Custom_Vehicles (19.1.0)
    2021-02-20T13:45:24 17.717 INF [MODS] Trying to load from folder: GP_Entities
    2021-02-20T13:45:24 17.718 INF [MODS] Loaded Mod: GP_Entities (19.1.0)
    2021-02-20T13:45:24 17.718 INF [MODS] Trying to load from folder: GP_StackSizes
    2021-02-20T13:45:24 17.719 INF [MODS] Loaded Mod: GP_StackSizes (19.1.0)
    2021-02-20T13:45:24 17.719 INF [MODS] Trying to load from folder: GP_UI
    2021-02-20T13:45:24 17.722 INF [MODS] Loaded Mod: GP_UI (19.1.0.0)
    2021-02-20T13:45:24 17.722 INF [MODS] Trying to load from folder: Greys_Prophecy
    2021-02-20T13:45:24 17.723 INF [MODS] Loaded Mod: Greys_Prophecy (19.1.0)
    2021-02-20T13:45:24 17.723 INF [MODS] Trying to load from folder: HD_MumpfySkins1
    2021-02-20T13:45:24 17.724 INF [MODS] Loaded Mod: HD_MumpfySkins1 (1.0)
    2021-02-20T13:45:24 17.724 INF [MODS] Trying to load from folder: Intruders_Vehicles
    2021-02-20T13:45:24 17.724 INF [MODS] Loaded Mod: Intruders_Vehicles (1.0)
    2021-02-20T13:45:24 17.724 INF [MODS] Initializing mod code
    2021-02-20T13:45:24 17.724 INF [MODS] Loading done
    2021-02-20T13:45:24 17.768 INF Pack 3924 us
    2021-02-20T13:45:24 17.923 INF Pack 56215 us
    2021-02-20T13:45:24 17.958 INF Pack 7731 us
    2021-02-20T13:45:25 18.806 INF Pack 314640 us
    2021-02-20T13:45:25 18.979 INF Pack 52843 us
    2021-02-20T13:45:26 19.427 INF Pack 38995 us
    2021-02-20T13:45:26 19.609 INF Pack 41964 us
    2021-02-20T13:45:26 19.611 INF [MODS] Loading localization from mod: GP_Bigger_Backpack
    2021-02-20T13:45:26 19.634 INF [MODS] Loading localization from mod: GP_Custom_Storage
    2021-02-20T13:45:26 19.634 INF [MODS] Loading localization from mod: GP_Custom_Vehicles
    2021-02-20T13:45:26 19.653 INF [MODS] Loading localization from mod: GP_Entities
    2021-02-20T13:45:26 19.661 INF [MODS] Loading localization from mod: Greys_Prophecy
    2021-02-20T13:45:26 19.680 INF [MODS] Loading localization from mod: Intruders_Vehicles
    2021-02-20T13:45:26 19.701 INF Loading permissions file at 'C:\Users\uazef\AppData\Roaming/7DaysToDie/Saves/serveradmin.xml'
    2021-02-20T13:45:26 19.718 INF Loading permissions file done.
    2021-02-20T13:45:26 19.780 INF Looking for mods dll at E:\Games\SteamLibrary\steamapps\common\7_Days_To_Die\Alpha19\GanTheGrey\Greys_Prophecy\7DaysToDie_Data\Managed/Mods.dll
    2021-02-20T13:45:26 19.780 INF Trying to add mods.dll
    2021-02-20T13:45:26 19.797 INF GameSense server not found (no props file), disabling
    2021-02-20T13:45:26 19.797 INF Awake done in 3350 ms
    Fallback handler could not load library E:/Games/SteamLibrary/steamapps/common/7_Days_To_Die/Alpha19/GanTheGrey/Greys_Prophecy/7DaysToDie_Data/Mono/libc
    Fallback handler could not load library E:/Games/SteamLibrary/steamapps/common/7_Days_To_Die/Alpha19/GanTheGrey/Greys_Prophecy/7DaysToDie_Data/Mono/libc.dll
    Fallback handler could not load library E:/Games/SteamLibrary/steamapps/common/7_Days_To_Die/Alpha19/GanTheGrey/Greys_Prophecy/7DaysToDie_Data/Mono/libc

    Unloading 181 unused Assets to reduce memory usage. Loaded Objects now: 4349.
    Total: 22.569200 ms (FindLiveObjects: 0.318500 ms CreateObjectMapping: 0.078100 ms MarkObjects: 21.991000 ms  DeleteObjects: 0.181200 ms)

    2021-02-20T13:45:26 20.202 INF User joined: ZbT
    2021-02-20T13:45:27 20.411 INF Updated culture for display texts
    2021-02-20T13:45:27 20.448 INF Reloading serveradmin.xml
    2021-02-20T13:45:27 20.448 INF Loading permissions file at 'C:\Users\uazef\AppData\Roaming/7DaysToDie/Saves/serveradmin.xml'
    2021-02-20T13:45:27 20.449 INF Loading permissions file done.
    2021-02-20T13:45:32 26.143 INF UMA Overlay loading took 4875 ms
    2021-02-20T13:45:32 26.145 INF UMA Slot loading took 1 ms
    2021-02-20T13:45:32 26.246 INF [GSM] GameSparks Connected
    2021-02-20T13:45:37 30.319 INF LoadTextureArraysForQuality quality -1 to 0, reload False
    2021-02-20T13:45:37 31.066 INF [GSM] Skipping me
    2021-02-20T13:45:38 32.158 INF WorldStaticData.Init() needed 5.861s
    2021-02-20T13:45:40 33.931 INF [Steamworks.NET] Login ok.
    2021-02-20T13:45:41 34.623 INF AchievementManager: Received stats and achievements from Steam
    2021-02-20T13:45:46 39.996 INF NET: Starting server protocols
    2021-02-20T13:45:46 40.008 INF NET: LiteNetLib server started
    2021-02-20T13:45:46 40.009 INF [Steamworks.NET] NET: Server started
    2021-02-20T13:45:46 40.009 INF Started thread SteamNetworkingServer
    2021-02-20T13:45:46 40.011 INF StartGame
    2021-02-20T13:45:46 40.011 INF NetPackageManager Init
    2021-02-20T13:45:46 40.078 INF Persistent GamePrefs saved
    GamePref.AdminFileName = serveradmin.xml
    GamePref.AirDropFrequency = 72
    GamePref.AirDropMarker = True
    GamePref.AutopilotMode = 0
    GamePref.BedrollDeadZoneSize = 15
    GamePref.BedrollExpiryTime = 45
    GamePref.BlockDamageAI = 25
    GamePref.BlockDamageAIBM = 25
    GamePref.BlockDamagePlayer = 300
    GamePref.BloodMoonEnemyCount = 24
    GamePref.BloodMoonFrequency = 7
    GamePref.BloodMoonRange = 0
    GamePref.BloodMoonWarning = 8
    GamePref.BuildCreate = False
    GamePref.ConnectToServerIP = 127.0.0.1
    GamePref.ConnectToServerPort = 26900
    GamePref.ControlPanelEnabled = False
    GamePref.ControlPanelPort = 8080
    GamePref.CraftTimer = 
    GamePref.CreateLevelDim = 8
    GamePref.CreateLevelName = My Level
    GamePref.CreativeMenuEnabled = False
    GamePref.DayCount = 3
    GamePref.DayLightLength = 18
    GamePref.DayNightLength = 120
    GamePref.DebugMenuEnabled = False
    GamePref.DebugMenuShowTasks = False
    GamePref.DebugStopEnemiesMoving = False
    GamePref.DropOnDeath = 2
    GamePref.DropOnQuit = 0
    GamePref.DynamicSpawner = 
    GamePref.EACEnabled = False
    GamePref.EnemyDifficulty = 0
    GamePref.EnemySpawnMode = True
    GamePref.FavoriteServersList = 
    GamePref.FragLimit = 20
    GamePref.GameDifficulty = 1
    GamePref.GameGuidClient = 
    GamePref.GameMode = GameModeSurvival
    GamePref.GameName = аава
    GamePref.GameNameClient = My Game
    GamePref.GameVersion = Alpha 19.3
    GamePref.GameWorld = Poderu County
    GamePref.HideCommandExecutionLog = 0
    GamePref.JoiningOptions = True
    GamePref.LandClaimCount = 4
    GamePref.LandClaimDeadZone = 30
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    GamePref.LandClaimOfflineDurabilityModifier = 4
    GamePref.LandClaimOnlineDurabilityModifier = 4
    GamePref.LandClaimSize = 41
    GamePref.LastGameResetRevision = 13
    GamePref.LastLoadedPrefab = 
    GamePref.LastLoadedPrefabSize = 
    GamePref.LastLoadingTipRead = 18
    GamePref.LootAbundance = 200
    GamePref.LootRespawnDays = 5
    GamePref.LootTimer = 
    GamePref.MatchLength = 10
    GamePref.MaxSpawnedAnimals = 50
    GamePref.MaxSpawnedZombies = 150
    GamePref.MaxUncoveredMapChunksPerPlayer = 524288
    GamePref.NoGraphicsMode = False
    GamePref.OptionsAllowController = True
    GamePref.OptionsAmbientVolumeLevel = 0.8232759
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    GamePref.OptionsBackgroundGlobalOpacity = 0.8
    GamePref.OptionsControllerVibration = True
    GamePref.OptionsControlsResetRevision = 2
    GamePref.OptionsDisableChunkLODs = False
    GamePref.OptionsDynamicMusicDailyTime = 0.45
    GamePref.OptionsDynamicMusicEnabled = True
    GamePref.OptionsForegroundGlobalOpacity = 1
    GamePref.OptionsGfxAA = 2
    GamePref.OptionsGfxBloom = False
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    GamePref.OptionsGfxDynamicMinFPS = 30
    GamePref.OptionsGfxDynamicMode = 0
    GamePref.OptionsGfxDynamicScale = 1
    GamePref.OptionsGfxFOV = 85
    GamePref.OptionsGfxGrassDistance = 1
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    GamePref.OptionsGfxQualityPreset = 4
    GamePref.OptionsGfxReflectQuality = 1
    GamePref.OptionsGfxReflectShadows = False
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    GamePref.OptionsGfxResolution = 0
    GamePref.OptionsGfxShadowDistance = 1
    GamePref.OptionsGfxSSAO = False
    GamePref.OptionsGfxSSReflections = 0
    GamePref.OptionsGfxStreamMipmaps = True
    GamePref.OptionsGfxSunShafts = False
    GamePref.OptionsGfxTerrainQuality = 3
    GamePref.OptionsGfxTexFilter = 0
    GamePref.OptionsGfxTexQuality = 0
    GamePref.OptionsGfxTreeDistance = 4
    GamePref.OptionsGfxUMATexQuality = 1
    GamePref.OptionsGfxViewDistance = 5
    GamePref.OptionsGfxVsync = 1
    GamePref.OptionsGfxWaterPtlLimiter = 0.1
    GamePref.OptionsGfxWaterQuality = 0
    GamePref.OptionsHudOpacity = 1
    GamePref.OptionsHudSize = 1
    GamePref.OptionsInterfaceSensitivity = 0.75
    GamePref.OptionsInvertMouse = False
    GamePref.OptionsJournalPopup = True
    GamePref.OptionsMenuMusicVolumeLevel = 0.7
    GamePref.OptionsMicVolumeLevel = 0.75
    GamePref.OptionsMouseSensitivity = 0.5
    GamePref.OptionsMusicVolumeLevel = 0.3146552
    GamePref.OptionsOverallAudioVolumeLevel = 0.487069
    GamePref.OptionsPlayChanceFrequency = 3
    GamePref.OptionsPlayChanceProbability = 0.983
    GamePref.OptionsPlayerModel = playerMale
    GamePref.OptionsPlayerModelTexture = Player/Male/Player_male
    GamePref.OptionsPOICulling = 1
    GamePref.OptionsScreenBoundsValue = 1
    GamePref.OptionsShowCompass = True
    GamePref.OptionsShowCrosshair = True
    GamePref.OptionsStabSpawnBlocksOnGround = True
    GamePref.OptionsTempCelsius = True
    GamePref.OptionsUiFpsScaling = 1
    GamePref.OptionsVoiceChatEnabled = True
    GamePref.OptionsVoiceVolumeLevel = 0.75
    GamePref.OptionsZoomMouseSensitivity = 0.5
    GamePref.PartySharedKillRange = 200
    GamePref.PersistentPlayerProfiles = True
    GamePref.PlayerAutologin = False
    GamePref.PlayerId = 76561198871435219
    GamePref.PlayerKillingMode = 2
    GamePref.PlayerName = ZbT
    GamePref.PlayerSafeZoneHours = 7
    GamePref.PlayerSafeZoneLevel = 5
    GamePref.PlayerToken = 
    GamePref.RebuildMap = False
    GamePref.SaveGameFolder = C:\Users\uazef\AppData\Roaming/7DaysToDie/Saves
    GamePref.SelectionContextMode = 0
    GamePref.SelectionOperationMode = 0
    GamePref.ServerAdminSlots = 0
    GamePref.ServerAdminSlotsPermission = 0
    GamePref.ServerDescription = 
    GamePref.ServerDisabledNetworkProtocols = 
    GamePref.ServerIP = 
    GamePref.ServerIsPublic = True
    GamePref.ServerLoginConfirmationText = 
    GamePref.ServerMaxAllowedViewDistance = 12
    GamePref.ServerMaxPlayerCount = 1
    GamePref.ServerMaxWorldTransferSpeedKiBs = 512
    GamePref.ServerName = Default Server
    GamePref.ServerPort = 26900
    GamePref.ServerReservedSlots = 0
    GamePref.ServerReservedSlotsPermission = 100
    GamePref.ServerVisibility = 0
    GamePref.ServerWebsiteURL = 
    GamePref.ShowFriendPlayerOnMap = True
    GamePref.TelnetEnabled = False
    GamePref.TelnetFailedLoginLimit = 10
    GamePref.TelnetFailedLoginsBlocktime = 10
    GamePref.TelnetPort = 25003
    GamePref.TerminalWindowEnabled = True
    GamePref.UNUSED_OptionsBloom = 
    GamePref.UNUSED_OptionsDeferredLighting = 
    GamePref.UNUSED_OptionsDOF = 
    GamePref.UNUSED_OptionsFieldOfViewNew = 
    GamePref.UNUSED_OptionsGamma = 
    GamePref.UNUSED_OptionsImageEffects = 
    GamePref.UNUSED_OptionsMotionBlur = 
    GamePref.UNUSED_OptionsObjectBlur = 
    GamePref.UNUSED_OptionsReflectionBounces = 
    GamePref.UNUSED_OptionsReflectionCullList = 
    GamePref.UNUSED_OptionsReflectionFarClip = 
    GamePref.UNUSED_OptionsReflectionRefreshMode = 
    GamePref.UNUSED_OptionsReflectionShadowDistance = 
    GamePref.UNUSED_OptionsReflectionTimeSlicingMode = 
    GamePref.UNUSED_OptionsSSAO = 
    GamePref.UNUSED_OptionsStreamingMipmapsBudget = 
    GamePref.UNUSED_OptionsSunShafts = 
    GamePref.UserDataFolder = C:\Users\uazef\AppData\Roaming/7DaysToDie
    GamePref.WorldGenSeed = 
    GamePref.WorldGenSize = 8192
    GamePref.XPMultiplier = 200
    GamePref.ZombieBMMove = 2
    GamePref.ZombieFeralMove = 1
    GamePref.ZombieMove = 0
    GamePref.ZombieMoveNight = 1
    GamePref.ZombiePlayers = True
    GameStat.AirDropFrequency = 0
    GameStat.AirDropMarker = False
    GameStat.AllowedViewDistance = 12
    GameStat.AnimalCount = 0
    GameStat.AutoParty = False
    GameStat.BedrollExpiryTime = 45
    GameStat.BlockDamagePlayer = 100
    GameStat.BloodMoonDay = 0
    GameStat.BloodMoonEnemyCount = 8
    GameStat.BloodMoonWarning = 8
    GameStat.ChunkStabilityEnabled = True
    GameStat.CraftTimer = 
    GameStat.CurrentRoundIx = 0
    GameStat.DayLightLength = 18
    GameStat.DayLimitActive = False
    GameStat.DayLimitThisRound = 0
    GameStat.DropOnDeath = 1
    GameStat.DropOnQuit = 0
    GameStat.EnemyCount = 0
    GameStat.EnemyDifficulty = Normal
    GameStat.EnemySpawnMode = True
    GameStat.FragLimitActive = False
    GameStat.FragLimitThisRound = 0
    GameStat.GameDifficulty = 2
    GameStat.GameDifficultyBonus = 1
    GameStat.GameModeId = 0
    GameStat.GameState = 0
    GameStat.GlobalMessageToShow = 
    GameStat.IsCreativeMenuEnabled = False
    GameStat.IsFlyingEnabled = False
    GameStat.IsPlayerCollisionEnabled = True
    GameStat.IsPlayerDamageEnabled = True
    GameStat.IsResetMapOnRestart = False
    GameStat.IsSaveSupplyCrates = True
    GameStat.IsSpawnEnemies = True
    GameStat.IsSpawnNearOtherPlayer = False
    GameStat.IsTeleportEnabled = False
    GameStat.IsVersionCheckDone = True
    GameStat.LandClaimCount = 1
    GameStat.LandClaimDeadZone = 30
    GameStat.LandClaimDecayMode = 0
    GameStat.LandClaimExpiryTime = 3
    GameStat.LandClaimOfflineDelay = 0
    GameStat.LandClaimOfflineDurabilityModifier = 32
    GameStat.LandClaimOnlineDurabilityModifier = 32
    GameStat.LandClaimSize = 41
    GameStat.LoadScene = 
    GameStat.LootTimer = 
    GameStat.OptionsPOICulling = 0
    GameStat.PartySharedKillRange = 100
    GameStat.PlayerKillingMode = KillStrangersOnly
    GameStat.ScoreDiedMultiplier = -5
    GameStat.ScorePlayerKillMultiplier = 1
    GameStat.ScoreZombieKillMultiplier = 1
    GameStat.ShowAllPlayersOnMap = False
    GameStat.ShowFriendPlayerOnMap = True
    GameStat.ShowSpawnWindow = False
    GameStat.ShowWindow = 
    GameStat.ShowZombieCounter = False
    GameStat.TimeLimitActive = False
    GameStat.TimeLimitThisRound = 0
    GameStat.TimeOfDayIncPerSec = 20
    GameStat.XPMultiplier = 100
    GameStat.ZombieHordeMeter = False
    2021-02-20T13:45:46 40.127 INF StartAsServer
    WARNING: Shader Unsupported: 'Hidden/Nature/Terrain/Utilities' - All passes removed
    WARNING: Shader Did you use #pragma only_renderers and omit this platform?
    ERROR: Shader Shader is not supported on this GPU (none of subshaders/fallbacks are suitable)WARNING: Shader Unsupported: 'Hidden/Nature/Terrain/Utilities' - Setting to default shader.
    2021-02-20T13:45:47 40.741 INF Set Microsplat diffuse: MicroSplatConfig_diff_tarray (UnityEngine.Texture2DArray)
    2021-02-20T13:45:47 40.741 INF Set Microsplat normals: MicroSplatConfig_normal_tarray (UnityEngine.Texture2DArray)
    2021-02-20T13:45:47 40.741 INF Set Microsplat smooth:  MicroSplatConfig_smoothAO_tarray (UnityEngine.Texture2DArray)
    2021-02-20T13:46:12 66.049 INF Block IDs with mapping
    2021-02-20T13:46:12 66.049 INF BlockIDs from Mapping
    2021-02-20T13:47:12 125.434 INF Item IDs with mapping
    2021-02-20T13:47:12 125.434 INF ItemIDs from Mapping
    WARNING: Shader Unsupported: 'Hidden/PostProcessing/Uber' - Pass '' has no vertex shader
    WARNING: Shader Unsupported: 'Hidden/PostProcessing/Uber' - Pass '' has no vertex shader
    WARNING: Shader Unsupported: 'Hidden/PostProcessing/FinalPass' - Pass '' has no vertex shader
    WARNING: Shader Unsupported: 'Hidden/PostProcessing/FinalPass' - Pass '' has no vertex shader
    2021-02-20T13:47:34 148.292 INF createWorld: Poderu County, аава, GameModeSurvival
    2021-02-20T13:47:35 148.303 INF Occlusion: Enabled
    2021-02-20T13:47:35 148.460 INF Started thread ChunkRegeneration
    2021-02-20T13:47:35 148.460 INF Started thread ChunkCalc
    2021-02-20T13:47:35 148.893 INF World.Load: Poderu County
    2021-02-20T13:47:35 148.895 INF Loading base world file header...
    2021-02-20T13:47:35 148.896 INF Loaded world file from different version: 'Alpha 19.2 (b4)'
    2021-02-20T13:47:35 148.900 INF BloodMoon SetDay: day 7, last day 0, freq 7, range 0
    2021-02-20T13:47:35 148.924 INF BloodMoon SetDay: day 7, last day 0, freq 7, range 0
    2021-02-20T13:47:36 150.238 INF ShapeControllers: 64
    2021-02-20T13:47:46 160.070 INF Started thread GenerateChunks
    2021-02-20T13:47:47 160.961 INF Calculating world hashes took 863 ms (world size 286 MiB)
    2021-02-20T13:47:48 161.387 INF Loading dtm raw file took 1307ms
    2021-02-20T13:47:48 162.015 INF Biomes image size w= 8192, h = 8192
    2021-02-20T13:47:49 162.874 INF Loading and creating biomes took 1487ms
    2021-02-20T13:47:51 165.273 INF Loading and creating shader control textures took 2398ms
    2021-02-20T13:47:57 170.954 INF Loading and parsing of generator took 5680ms
    2021-02-20T13:47:57 170.959 INF Started thread SaveChunks C:\Users\uazef\AppData\Roaming/7DaysToDie/Saves/Poderu County/аава\Region
    2021-02-20T13:48:01 174.643 INF [DECO] read /
    2021-02-20T13:48:01 174.643 INF Decorating chunks
    2021-02-20T13:48:02 175.639 INF Loading asset at #Sounds/Music?HomeDay.wav...
    2021-02-20T13:48:02 175.639 INF Loading asset at #Sounds/Music?HomeNight.wav...
    2021-02-20T13:48:02 175.639 INF Loading asset at #Sounds/Music?TraderBob.wav...
    2021-02-20T13:48:02 175.639 INF Loading asset at #Sounds/Music?TraderHugh.wav...
    2021-02-20T13:48:02 175.640 INF Loading asset at #Sounds/Music?TraderJen.wav...
    2021-02-20T13:48:02 175.640 INF Loading asset at #Sounds/Music?TraderJoel.wav...
    2021-02-20T13:48:02 175.640 INF Loading asset at #Sounds/Music?TraderRekt.wav...
    2021-02-20T13:48:03 176.913 INF AstarManager Init
    2021-02-20T13:48:13 187.016 INF Finished loading HomeDay.
    2021-02-20T13:48:13 187.016 INF Casted asset HomeDay as AudioClip.
    Crash!!!
    SymInit: Symbol-SearchPath: '.;e:\Games\SteamLibrary\steamapps\common\7_Days_To_Die\Alpha19\GanTheGrey\Greys_Prophecy;E:\Games\SteamLibrary\steamapps\common\7_Days_To_Die\Alpha19\GanTheGrey\Greys_Prophecy;C:\WINDOWS;C:\WINDOWS\system32;SRV*C:\websymbols*http://msdl.microsoft.com/download/symbols;', symOptions: 534, UserName: 'Adny_L'
    OS-Version: 10.0.0
    E:\Games\SteamLibrary\steamapps\common\7_Days_To_Die\Alpha19\GanTheGrey\Greys_Prophecy\7DaysToDie.exe:7DaysToDie.exe (00007FF7D00E0000), size: 667648 (result: 0), SymType: '-deferred-', PDB: '', fileVersion: 2019.2.17.24627
    C:\WINDOWS\SYSTEM32\ntdll.dll:ntdll.dll (00007FFC67AF0000), size: 2056192 (result: 0), SymType: '-deferred-', PDB: '', fileVersion: 10.0.19041.804
    C:\WINDOWS\System32\KERNEL32.DLL:KERNEL32.DLL (00007FFC66F10000), size: 774144 (result: 0), SymType: '-deferred-', PDB: '', fileVersion: 10.0.19041.804
    C:\WINDOWS\System32\KERNELBASE.dll:KERNELBASE.dll (00007FFC65880000), size: 2920448 (result: 0), SymType: '-deferred-', PDB: '', fileVersion: 10.0.19041.804
    E:\Games\SteamLibrary\steamapps\common\7_Days_To_Die\Alpha19\GanTheGrey\Greys_Prophecy\UnityPlayer.dll:UnityPlayer.dll (00007FFC10880000), size: 25571328 (result: 0), SymType: '-deferred-', PDB: '', fileVersion: 2019.2.17.24627
    C:\WINDOWS\System32\USER32.dll:USER32.dll (00007FFC67910000), size: 1703936 (result: 0), SymType: '-deferred-', PDB: '', fileVersion: 10.0.19041.746
    C:\WINDOWS\System32\win32u.dll:win32u.dll (00007FFC654F0000), size: 139264 (result: 0), SymType: '-deferred-', PDB: '', fileVersion: 10.0.19041.804
    C:\WINDOWS\System32\GDI32.dll:GDI32.dll (00007FFC67070000), size: 172032 (result: 0), SymType: '-deferred-', PDB: '', fileVersion: 10.0.19041.746
    C:\WINDOWS\System32\gdi32full.dll:gdi32full.dll (00007FFC65620000), size: 1093632 (result: 0), SymType: '-deferred-', PDB: '', fileVersion: 10.0.19041.746
    C:\WINDOWS\System32\msvcp_win.dll:msvcp_win.dll (00007FFC65520000), size: 643072 (result: 0), SymType: '-deferred-', PDB: '', fileVersion: 10.0.19041.789
    C:\WINDOWS\System32\ucrtbase.dll:ucrtbase.dll (00007FFC65730000), size: 1048576 (result: 0), SymType: '-deferred-', PDB: '', fileVersion: 10.0.19041.789
    C:\WINDOWS\System32\ole32.dll:ole32.dll (00007FFC65C00000), size: 1220608 (result: 0), SymType: '-deferred-', PDB: '', fileVersion: 10.0.19041.746
    C:\WINDOWS\System32\RPCRT4.dll:RPCRT4.dll (00007FFC667E0000), size: 1224704 (result: 0), SymType: '-deferred-', PDB: '', fileVersion: 10.0.19041.746
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    C:\WINDOWS\System32\msvcrt.dll:msvcrt.dll (00007FFC66B60000), size: 647168 (result: 0), SymType: '-deferred-', PDB: '', fileVersion: 7.0.19041.546
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    C:\WINDOWS\System32\cfgmgr32.dll:cfgmgr32.dll (00007FFC65830000), size: 319488 (result: 0), SymType: '-deferred-', PDB: '', fileVersion: 10.0.19041.546
    C:\WINDOWS\System32\bcrypt.dll:bcrypt.dll (00007FFC65230000), size: 159744 (result: 0), SymType: '-deferred-', PDB: '', fileVersion: 10.0.19041.662
    C:\WINDOWS\System32\ADVAPI32.dll:ADVAPI32.dll (00007FFC65B50000), size: 704512 (result: 0), SymType: '-deferred-', PDB: '', fileVersion: 10.0.19041.610
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    C:\WINDOWS\System32\SHELL32.dll:SHELL32.dll (00007FFC66090000), size: 7610368 (result: 0), SymType: '-deferred-', PDB: '', fileVersion: 10.0.19041.789
    C:\WINDOWS\System32\WS2_32.dll:WS2_32.dll (00007FFC66EA0000), size: 438272 (result: 0), SymType: '-deferred-', PDB: '', fileVersion: 10.0.19041.546
    C:\WINDOWS\System32\OLEAUT32.dll:OLEAUT32.dll (00007FFC66950000), size: 839680 (result: 0), SymType: '-deferred-', PDB: '', fileVersion: 10.0.19041.804
    C:\WINDOWS\System32\IMM32.dll:IMM32.dll (00007FFC66920000), size: 196608 (result: 0), SymType: '-deferred-', PDB: '', fileVersion: 10.0.19041.546
    C:\WINDOWS\System32\CRYPT32.dll:CRYPT32.dll (00007FFC65260000), size: 1400832 (result: 0), SymType: '-deferred-', PDB: '', fileVersion: 10.0.19041.804
    C:\WINDOWS\SYSTEM32\VERSION.dll:VERSION.dll (00007FFC5EF20000), size: 40960 (result: 0), SymType: '-deferred-', PDB: '', fileVersion: 10.0.19041.546
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    C:\WINDOWS\SYSTEM32\WINHTTP.dll:WINHTTP.dll (00007FFC5E5B0000), size: 1048576 (result: 0), SymType: '-deferred-', PDB: '', fileVersion: 10.0.19041.546
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    C:\WINDOWS\SYSTEM32\WindowsCodecs.dll:WindowsCodecs.dll (00007FFC585D0000), size: 1785856 (result: 0), SymType: '-deferred-', PDB: '', fileVersion: 10.0.19041.546
    C:\WINDOWS\SYSTEM32\dwmapi.dll:dwmapi.dll (00007FFC62FD0000), size: 192512 (result: 0), SymType: '-deferred-', PDB: '', fileVersion: 10.0.19041.746
    C:\WINDOWS\SYSTEM32\WSOCK32.dll:WSOCK32.dll (00007FFC60BC0000), size: 36864 (result: 0), SymType: '-deferred-', PDB: '', fileVersion: 10.0.19041.1
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    C:\WINDOWS\SYSTEM32\kernel.appcore.dll:kernel.appcore.dll (00007FFC63D70000), size: 73728 (result: 0), SymType: '-deferred-', PDB: '', fileVersion: 10.0.19041.546
    C:\WINDOWS\System32\bcryptPrimitives.dll:bcryptPrimitives.dll (00007FFC65470000), size: 524288 (result: 0), SymType: '-deferred-', PDB: '', fileVersion: 10.0.19041.662
    C:\WINDOWS\system32\uxtheme.dll:uxtheme.dll (00007FFC62D10000), size: 647168 (result: 0), SymType: '-deferred-', PDB: '', fileVersion: 10.0.19041.746
    C:\WINDOWS\System32\shcore.dll:shcore.dll (00007FFC67110000), size: 712704 (result: 0), SymType: '-deferred-', PDB: '', fileVersion: 10.0.19041.746
    E:\Games\SteamLibrary\steamapps\common\7_Days_To_Die\Alpha19\GanTheGrey\Greys_Prophecy\MonoBleedingEdge\EmbedRuntime\mono-2.0-bdwgc.dll:mono-2.0-bdwgc.dll (00007FFC21370000), size: 7770112 (result: 0), SymType: '-deferred-', PDB: ''
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    C:\WINDOWS\SYSTEM32\windows.storage.dll:windows.storage.dll (00007FFC632C0000), size: 7929856 (result: 0), SymType: '-deferred-', PDB: '', fileVersion: 10.0.19041.789
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    ========== OUTPUTTING STACK TRACE ==================

    0x00007FFC1110F255 (UnityPlayer) scripting_object_get_class
    0x00007FFC109FA336 (UnityPlayer) ArrayOfManagedObjectsTransferer::begin
    0x00007FFC11121FE4 (UnityPlayer) StreamedBinaryRead::TransferSTLStyleArray<ArrayOfManagedObjectsTransferer>
    0x00007FFC1112D519 (UnityPlayer) Transfer_ManagedObject<StreamedBinaryRead,1>
    0x00007FFC1111DEB6 (UnityPlayer) TransferField_LinearCollection<SafeBinaryRead>
    0x00007FFC1112375F (UnityPlayer) TransferScriptingObject<StreamedBinaryRead>
    0x00007FFC111237E2 (UnityPlayer) TransferScriptingObject<StreamedBinaryRead>
    0x00007FFC1113219D (UnityPlayer) SerializableManagedRefTransfer::TransferEngineAndMonoInstance<StreamedBinaryRead>
    0x00007FFC111428DD (UnityPlayer) SerializedFile::ReadObject
    0x00007FFC1113A459 (UnityPlayer) PersistentManager::ReadAndActivateObjectThreaded
    0x00007FFC11139124 (UnityPlayer) PersistentManager::LoadObjectsThreaded
    0x00007FFC10FFE65F (UnityPlayer) LoadOperation::Perform
    0x00007FFC10FFF42D (UnityPlayer) PreloadManager::ProcessSingleOperation
    0x00007FFC10FFF74C (UnityPlayer) PreloadManager::Run
    0x00007FFC10FFF7A9 (UnityPlayer) PreloadManager::Run
    0x00007FFC1107D5C8 (UnityPlayer) Thread::RunThreadWrapper
    0x00007FFC66F27034 (KERNEL32) BaseThreadInitThunk
    0x00007FFC67B3D241 (ntdll) RtlUserThreadStart

    ========== END OF STACKTRACE ===========

    A crash has been intercepted by the crash handler. For call stack and other details, see the latest crash report generated in:
     * C:/Users/uazef/AppData/Local/Temp/The Fun Pimps/7 Days To Die/Crashes
     

     

    Remove 8 of the 9 mods you are using, then start a new game, and you will be fine.

     

  6. 4 hours ago, Shado47 said:

    Thus far in most regards, A20 seems like a bit of a downgrade from A19. New unity version that slightly improves performance and removes some bugs but as always likely introduces new ones. Removal of yet another biome. Change of the custom character system that takes away from just how much can be done with it. Change of clothing system to some pre-determined outfits and removal of clothing slots to simplify it. (What feels like) the 20th rework of the zombie models and loot progression. Even lower tier firearms that will probably be even more useless than the Blunderbuss is. Idk I feel like 7dtd peaked on A16 and A19. A16 pretty much had the best progression but lacked the dungeon crawler POIs and improved distant terrain stuff we have nowadays. It also had a pretty good terrain gen and worlds weren't as small as they are nowadays; (if I wanna generate a world on A19 that has the size that A16 worlds had, I can't do it on my PC anymore because I "only" have 16 GB of RAM).

    Get your s#@! together TFP. I can't count just how many times you already reinvented wheels in this game. Hiring more talent to the team won't change a thing as long as there isn't a clear development roadmap and as long as half the resources go into redoing features that were already done 10 times.

     

    And I'm saying this as a big fan of the game who bought it for a bunch of friends and has over 1.5k hours in it.

    So you are saying you are against the current RWG rework because it is another rework even though it should bring back some features we are missing since A16?

     

    Now I don't know why A16's RWG was deemed not good enough, I can only assume it had its limits as well. But I'm pretty sure I want that overhaul that they are doing now if it brings back rivers and lakes and cities as their own "biome".

     

  7. 10 hours ago, zztong said:

    I'm seeing the same issues -- disappearing inventories that reappear later and duplicated vehicles -- on 19.4 (b3) via the experimental branch. I'm playing on the Not-A-Gamer Gaming long term server.

     

    Sometimes I can just wander a ways away and come back and get a different inventory, such as the current one or one that was current a day ago. Sometimes I come back to an empty inventory, or maybe a super-quick glimpse of items in the inventory and then it looks empty.

     

    I had one misadventure when I died and when I arrived at my bedroll (at my base) the vehicle I had driven there was back at base with me. So I drove it back to collect my backpack and the vehicle I had parked there was gone. So, I figured there was some bug that transported my vehicle back with me. Alas, a few real life days later and I noticed a copy of the vehicle where I died was sitting there.

     

    Another observation. Start with a vehicle showing its inventory. Remove the inventory. Now take the empty vehicle into your inventory. I get both a vehicle in my inventory and the vehicle itself still sitting where it was parked and it is holding a copy of the starting inventory. Everything duplicated.

     

    The most annoying, frustrating thing is when you load up a vehicle's inventory to go work on a project and then that inventory disappears for days.

    Most likely causes: Bad infernet connection and/or bad FPS at your side or the servers side.

     

    Vehicles that reappear at the place where one started driving is a common phenomenon. We get that too from time to time, often when one of the players gets disconnected from the server.

     

  8. 6 hours ago, Khalagar said:

     

    Any word on Spiders being able to climb again, or being able to do anything unique? They are not really a threat at the moment imo beyond their annoying hit box. It'd be cool if they got a ranged web stun attack or something if the wall climb is too much work

    They are unique, they jump high and wide. If you only have a melee cage you won't notice, people with elevated platforms usually find a lot of them gnawing their toes.

  9. 10 hours ago, JinxIrinami said:

    I'm just making this cause I'm tired of all the bs. First, stop the bs "cOnSlEs ArEn'T pOwErFuL eNoUgH". It is. It plays plenty of games that take a lot to run. Back in 2017 people were having trouble with PC's running 7DTD, but my PS4 ran it fine. You aren't clever for keeping up the PC master race bs. Second, the FunPimps money issue is bs. They lost the licensing rights, not the money coming in. So they were still making money the entire time from Consoles including the dlc skin packs. Third, idc if they're pc only developers. There are PLENTY of other companies that can do it. 

    No more excuses. No more bs. FunPimps just doesn't care about consoles. They got their money and walked away.

    As long as the bancruptcy court was managing Telltale the bulk of the money coming in was still going to the debtors of Telltale and not to TFP. A small part went to TFP for licencingif they had precedence over the debtors. Which I highly doubt, I think they were debtors like all the others, therefore receiving only a fraction of the fraction the licencing money was)

     

    So until TFP finally got awarded the rights in 2019 they were a debtor among others and didn't even get the full licensing money which can't be more than a small percentage of the total revenue of the console version.

     

    Since 2019 they should have received the majority of the money coming from console sales, but it will surely take years (if ever) before it equals the price they had to pay to get back the full rights.

     

    And yes, there are plenty of companies to do the port. But TFP does not have the people to play publisher to such a porting company so they want to hire a publisher instead who then hires a company to do the port. And they don't want to start a port with an unfinished PC game again. So whatever your desires are, the game will probably be ported by another publisher to consoles once this game is practically finished on PC. Not before. Definitely not now.

     

    This is not about PC being master race. If they were a console company with a similar history of events, a PC port would have to wait for the console version to finish. Like Final Fantasy, Tales of Vesperia and lots of other bandai namco titles, Prince of Persia, Metal gear solid or Nier Automata

     

  10. 10 minutes ago, Rhink said:

    What are the chances of solar panels ever showing up? Or potentially the ones we find on top of buildings being able to be hooked up and functional?

    The chance is very good if you go all in with the "better barter" perk and look into the secret stash of the trader. AFAIK this is also the only way to get working solar panels.

     

  11. On 2/1/2021 at 6:07 AM, archergod said:

    From experience on A19

    Are there going to be any adjustment in tools. I feel like Impact driver is kinda worthless. It take too much stamina for automatic tool and animation (though is good) but appears to be taking more time to do job. 

     

    Similarly I used a Ak47 Quality 6 and M60 Q1, the aiming and hit ratio of M60 is way better than AK47. 

     

    Sometime, I hate animation when I aim on Zombie Body (chest) when in bunch of 3-4  and fire a bullet and can see bullet been missed and hitting at my AIM pointer on ground [through zombie body] and zombie get no hit. I mean either the bullet goes in different angle, but if projectile is through body why it doesn't hit.. Aim in this game is just random number. Often hitting a distance zombie (at 12-15block away) is more accurate then hitting one in 3-4 m/block distance.

     

    AK 47 is tier 1 of automatic weapons, M60 is tier 3. So this is to be expected

     

    Shooting follows RPG rules (this IS an RPG game). Look at the crosshairs when firing. If the target fills only 50% of the circle your crosshairs form your chance to hit is only 50%. Hit or miss is then determined by pure chance.

     

    The size of your crosshairs is determined by accuracy. Which can be increased by mods, weapon quality and perks I think.

     

    On 2/1/2021 at 8:21 AM, n2n1 said:

    Why do these screenshots appear on the forum after the "social networks"? The developers do not consider the forum to be the main platform anymore?

     

    Has been done this way for a looong time. Since the pictures drop here shortly after forum viewers are considered to be well informed.

     

  12. Your logfile stops just before steam is contacted, i.e. there should be a line "INF [Steamworks.NET] SteamAPI_Init() ok". Now logfiles can get cut short when the log-writing program hangs or crashes, also stuff might happen in parallel, so this isn't conclusive evidence.

     

    Also in the log of the previous session there is a strange NullReferenceException at a time when you probably were selecting and starting an existing savegame. It seems you were afterwards creating and starting a new world.

     

    Now what that might mean, well, no idea at the moment.

     

    I have nearly the same setup, linux with radeon rx580, using vulkan at the moment, and yesterday at least it still worked.

     

    One idea would be to start the game from the command line (first start steam, but don't use it to start the game). Instead enter the games install directory and execute 7dLauncher.x86_64. The command line may or may not show some messages (for example from the OS) that don't show up in the logfile.

     

     

     

     

  13. On 1/14/2021 at 6:15 AM, 2.5cmdonger said:

     

    It's cool to see some things mentioned in this thread we now have, like functioning garage doors.

     

    It's sad to see this thread has not been updated in... a year+?

     

    Damn, it bothers me that so many players want to help and share their ideas for free but end up just getting ignored. It's honestly rude af.

     

    Are they really helping though? The developers already said multiple times they have had so many ideas themselves, they don't even have the time to implement all their own ones.

     

    In the desert you might be happy about a glass of water, but not when at home and after nearly drowning in your bathtub 😉

     

    In reality a lot of these ideas are just feature requests, in other words more work for the developers but without any increase in income. Or do you really think fishing in a survival game is a new idea nobody had before?

     

     

    4 hours ago, WonOnOne said:

     

    Keep in mind, Fun Pimps is a company of ~30 employees. Unless they hire more programmers, other crafting/zombie apocalypse games will eventually run circles around them. But they also can't hire new programmers unless they have the money to do so.

     

    Quite frankly, I don't see this game ever finishing, unless it's sold to a large company with the manpower to finish it.

     

    Depends on your definition of "finished". Once the essential features are in, it probably will be polished for a few months and then released.

  14. 5 hours ago, Naz said:

    Ok there has been many updates since a17 and i never showed shooting a zed and if it happens then. So i've retested and the video will be Here when it's done uploading (Slow internet bear with me 😛) This time i've set the overlay to display a realtime graph so you can really see the dips, Shooting a bear it fluctuated a little bit as you'd normally expect, then i shot up the side of a building and again stutter vile.

     

    Ok, that looks like something that might need investigating (says me. "me" as in "random user on the forum". Just a reminder to new forum users that I'm not speaking for TFP).

     

    Two small problems that make the comparison difficult though: You hit dozens of different blocks on the wall but only one bear (but even if that is the difference it would be worth looking into it). And since the wall is a lot farther away, each bullet needs more effort to find out where it intersects with a hittable object.

     

  15. 24 minutes ago, Naz said:

    I'm not a game dev, i'm just saying what i see ingame, that example was in sp and you can clearly see the framerate dropping while the zombies hit the glass with no visible impact graphics.

    I guess it could be the block damage crack indicators updating, but they're just a static black 2d texture i can't imagine they would be all that cpu intensive to update.

     

    No visible impact graphics? I see a white flash for each bullet hitting the cockpit screen and small triangular shards looking like glass fragments dropping. Moreover I see muzzle light flashing and the weapon moving.

     

    Whether that should be enough to drop the FPS that much I don't know, generally the FPS always drop whenever something happens on screen. It might be a combination of everything, world updates, graphics, updates of your player state (you use up bullets)....

     

    If you can show that shooting a zombie does not lead to the same drop in comparison you would start to have a good point. But it still isn't SI

     

     

  16. 2 hours ago, Naz said:

    Based on what i've seen and the popularity on servers for disabling falling blocks to prevent lag and chunk corruption. I had really hoped SI was up there on the optimisation hit list. I was really concerned when they mention on one of the dev streams that they wanted to do some "Demolition" quests where you destroy/collapse a poi. Here is a video on A19 Nav of a small remnant structure collapse. You can see the framerate went from 115-130 FPS before it started, then the frames where removed and it nose dives down to 45-50 FPS. That 1 feature killed nearly 90% of the starting performance and that's the smallest tier of quest poi's. Anyone what had the idea to collapse a skyscraper knows it's not a fun experience. Performance aside large collapses glitch out and you end up with floating blocks all happening at a less than cinematic framerate.

     

    It looks like the CPU load doesn't increase at all even though it isn't at 100%.

    I don't think it is SI calculations but the updates to the world data that is slowing down your PC

     

     

    Quote


    It even affects combat, here is a video of what happens to performance when you shoot a block. This was in A17 but it is still an issue in A19, The number of people i've seen asking if it's possible to remove weapon block damage so they can use automatic weapons without the game turning into a 3 legged asthmatic hippo. You can see performance it cut in half when you damage a block. It does it anytime a block is damaged and si updates, this includes zombies so imagine 4 players with m60's and 16 zombies all whacking away during a hoard which is not an unreasonable situation.

     

    That is another indication that it has nothing to do with SI. When you shoot at a block and do not destroy it there is no necessity to make new SI calculations. So the drop could come from world data updates (possibly to a distant server?) or the impact graphics.

     

     

    Quote

     

     

     



    I think rather than moving the load to the gpu maybe it's a better idea to not run that feature on a single core. 7DTD only scales in multicore performance up to 4 threads. This would be great in 2010, but these days 4 thread cpus are difficult to find new. Most modern cpus now are 6-8 cores and 12-16 threads. There is plenty of cpu gas in the tank these days but only if applications are made to take advantage of them. Core count and GPU performance has increases exponentially since 2013 but single thread performance hasn't changed that much.

    Anyway that's my thought on SI😛 thanks for reading and i hope you'll at least give si a double take.

     

  17. 3 hours ago, archergod said:

    Multiplayer game is good, but if feature is not working there, but single player can have that feature. Then why not release feature for single player only, and improve and release for multiplayer when it can be ready? At least 10% -30% of community will get something to play extra? 

    Internally the game works single player the same as in multiplayer. I.e. if you start a SP game, you really start a server on your PC and your client connects to that server. With a single option change someone could make that same game MP and invite friends. Explain to him why suddenly the drones he found vanish from the game. 

     

     

  18. 31 minutes ago, Treb said:

     

    Tech 0 (Stone age) - GS 1 to 11

    Tech 1 (Iron age) - GS 12 to 49

    Tech 2 (Steel age) - GS 50 to 91

    Tech 3 (End game weapons) - GS 92 and up

     

    Of course, you have an overlap between techs so you will still find some tech 0 even in Tech 1+ but it should be high level.

    Of course knowing and planning for this internal mechanism is akin to save scumming. Don't complain that the game is too easy for you while using those tricks. There are legitimate ways to get iron tools early.

     

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