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meganoth

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Everything posted by meganoth

  1. 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? Depends on your definition of "finished". Once the essential features are in, it probably will be polished for a few months and then released.
  2. 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.
  3. 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
  4. 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 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.
  5. 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.
  6. 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.
  7. That is all I need to read of this pamphlet 😁
  8. Yes, some people learn from their mistakes. I would be more concerned if you had to say "Sure did not stop them the first and second time". 😉 Yes, for example the telltale game "7 Dasy to Die" did. Naturally that depends on the definition of "finish". Since you probably meant bugfree or even that it has all the features the developer dreamed of, then no game can realistically ever be finished. DLC does mean the game is practically finished (in the sense of: the devs don't want to add any features anymore to the base game). DLC usually is optional content to a finished game.
  9. The old system could easily be simulated in a mod. Just create armors that have huge random variations in heat and cold resist (maybe this is even what TFP is doing with the 4 slots right now). Or even have seperate items "scrap chest armor with shirt", "scrap chest armor with duster", "scrap chest armor with poncho" (if the xml is generated with a small script it really isn't that much work) I'm sure TFP is trembling now with fear since you threatened to quit 😄
  10. Ok. I have never played around with rwgmixer. I can't assess how much randomness would be in the old biome generation and how probable it was that you saw the same biome map. 1) Who knows, the generator might just select between 10 or 20 fixed versions of a biome map internally. Very unlikely since someone should have noticed this in A16 already. 2) Since all the rest of RWG is procedurally generated I would assume biome generation also uses the (user-provided) seed that is used for the rest of world generation. Are you sure that the other poster used a different name for WorldGenSeed AND GameName than you? Are you sure your biome does not depend on the WorldGenSeed or GameName? 3) A possibility is that your mod itself shrinked the possible biomes that can be generated by the biome generator. 4) Another possibility is that the old unused code that generates the biomes in your mod is buggy and removes all the randomness it would get from the random number generator. I'm not saying you are wrong. This could be the basis of a proof, but at the moment this is just another weak indication there could be something wrong, with too much uncertainty what it really means. I'm sure you know more about this than I do and might be able to dismiss one or more of the possibilities I listed. But to dismiss all of them you would need access to the internal biome generator code and have analyzed it. In summary, to prove it you have to give a lot more details and in this case only TFP internally could find out if this is a problem of its RNG in general or just some bug in old code that isn't used anymore. And how likely is it that they will try to follow any argument that leads to analyzing unused code that is probably on the way out of the code base? If you are really sure then you could make a bug report, but I suspect it likely will be ignored because of using old code. If this were a murder investigation we would be at the point where we have a missing person that doesn't answer any calls. And we have a few suspects, one of them so old he will be dead before you can convict him. But neither do we have a dead body nor any proof of foul play at all. We need the dead body, not more people who tell us they didn't see him since yesterday. 😉
  11. Where can you do that ? Mod? Are you talking about Nitrogen?
  12. This is not a good example. RWG world generation is done very different from loot randomization. For starters the biome map is not generated, it is AFAIK one of a few preset maps. I don't know how many, at one time there was even only one. So it is very very probable that you will see the same biome map when generating multiple worlds. Generally, when generating worlds, YOU set the seed for world generation. The name you give the world is the seed. Another seed you set is used for grass, plants and stone distribution. These seeds are definitely not random numbers and deliberately so. Please correct me if I somehow misunderstood you.
  13. FAKE! A very deterministic robot. Show it a bone and it will immediately wag its tail.
  14. The seed does not need to be changed at all, it just needs to be sufficiently random when you start the game. This is why date+time plus timings of user input and mouse movements are often combined to get a good seed. To my knowledge Fataal did not inditacte anywhere that they are looking into that. Until now nobody could show them that a problem really exists. Players often fall into the psychological trap of seeing patterns that they deem non-random, but the occurence of patterns IS truely a sign of randomness. If you throw 5 dice and get all 6's, then it doesn't tell you the dice are faulty. But if you threw those dice a million times and it would never show that pattern, THAT would indicate they are not random. Look into the forum of every RPG or wargame and you will find people who complain about the RNG not being random because they saw a spectacular series of good or bad events. The problem is that when 1 million players play a game, there is a good chance that one of them will see a one-in-a-million event
  15. Asking to make sure: You looked into the "Application" section of the event viewer about the crash log, right? ----- Your friend is able to crash 2 servers from afar by sending a poisonous network packet. But he is able to connect to a lot of other servers without sending that packet. So what is the difference that makes only your servers react this way? The follow up question would be: Did you and your friends server have something in common? Did you set up the servers similarily (by one of you following the other on how to setup the server)? Do you have the same server provider (in case of a cloud server) or the same internet provider? Do you have your servers operating system set up similarly (for example same virus scanner or same cache config)? One common thing is that on your servers the litenetlib connection fails and the network code falls back to steamnetworking. You can see that in his client log there is always the line "INF NET: LiteNetLib: Connection failed: ConnectionFailed". So the user that crashes your servers could check if the line above turns up in his logs when he connects to other servers. If no, it is very likely a precondition to crashing the servers and if you can do that in any way you should try to get litenetlib connections to work and see if the problem vanishes. If yes, it still could be a precondition, but other factors are involved too. The other thing you could do is make a bug report. For that some data is needed so the bug can be replicated by TFPs testers (the logs sadly don't help much). Data could be the network packets at the time of the crash. You can record them with wireshark I think. Then someone at TFP could look at the last packet and check the code that is started when that packet is received. Much better is a crash log on the server though. Since there is nothing in the eventviewer logs, you could start the server in a command line window (cmd.exe) and see if something is printed in that window when the server crashes. Or do something else so crashes are reported, like starting the server in a de@%$# (if that is possible, might clash with the DRM stuff of steam). I don't know how to do that in detail, I'm a linux user. Does anybody else know?
  16. The names of your output logs have dates that are seriously different than the dates inside the logfiles. Did you change the dates when you added the line numbers? The stack overflow in the path finding routine you indicate with the line numbers looks like a recursion problem. It always happens at horde night. Do you have a huge horde base? Does any of the mods add blocks used in your horde base? There are also warnings "Particle System is trying to spawn on a mesh with zero surface area" in two of the logs. My best guess would be that this is a problem with one of the mods. And there are lots of null reference exceptions in the logs except in the 12-14 log. I assume those two are the later logs and those are secondary signs of a problem that started with the first log.
  17. To add to MonkCrimsons info, after the pipe guns weapons are probably finished, except maybe for legendary weapons as an upgrade to the existing weapons. If you want more weapons, look at some of the mods in the Mod section of the forum.
  18. Do you get a crash log message in windows? On the server PC start "eventvwr" and look for a log message at the time of the crash. If not, someone with more knowledge of windows debugging might suggest other ways to create or find a crash log. A client should not be able to crash the server. Maybe @Jugginator wants to take a look at it.
  19. No. What you should try is get evidence that there is really something wrong. At the moment we just have a rumor that could as well be coincidence. 7 days has a long backlog of confirmed and unconfirmed bugs. I don't think devs or testers will go on a witch hunt for a bug that a few people seem to think they may have sensed on the ghost radar while meditating on which base to build 😉
  20. Message to all: I don't know this ... teacher. He just seems to have popped out of nowhere. And he calls himself "super", in green letters! That alone should ring all our alarm bells. 😁
  21. Wikipedia is an independent source of information. It is an easy way to define terms that people in a discussion use differently and then possibly go into a rather senseless argument about it. Show me something written in wikipedia and I will generally accept it as true. If you think this is impolite then tell me how to do it better? Should I lecture you myself like a teacher? Should I make fun of you?
  22. This is called a conjecture. Please read the wikipedia article on what a "fact" is. If you think this is beside the point, sorry it is not. If you just want to emphasize that you are so sure of it that you don't accept any dissenting opinion on that, just say so, but please don't use the word "fact". It has been misused a lot lately. This is a discussion forum, anyone is allowed to post opinions as well as opinions on opinions of other posters. If your post wasn't allowed, a moderator would have deleted it. It still is here, you just got involved in a discussion where (almost?) everyone else seems to have a different opinion. Nobody will stop you from critizising, but nobody will stop others from talking to you and possibly telling you you are wrong.
  23. What you didn't explain is why you are FORCED to carry those sets and switch between them. Can someone only chop wood in the woodchopper outfit? Surely not. The outfits were described by TFP as having a few bonusses, nothing more. Are those bonusses essential or important ? We will have to find out.
  24. I agree with you, your post was not agressive nor unconstructive. What Xtra may have meant is the overstatement in it: When you declare they "killed the game" or start your argument with "I am forced to ..." you already lost the argument when all you might get or loose in the game are a few inessential bonusses. Now whether they are inessential or absolutely neccessary for survival has to be seen, that is a matter of balance and will have to be found out by actually playing A20. Are you forced to find any of the books in the game? Like the one that lets you walk over mines? It's a great book and I love finding it. But is it essential? On the other hand: Would a farmer suit that gives you a bonus to farming for example be essential? Well, at a certain early time in a game it would be enough for me to switch to it. So absolutely yes, the danger is there and it makes sense to warn them of potential missteps or problems in their plan. But they probably will not listen if someone calls it a failure without even having seen and played it.
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