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meganoth

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Everything posted by meganoth

  1. I don't think such a distinction should be taken away retroactively because other games copied it. But ok, as the game isn't released yet one could have the opinion that only the situation at release is important. Are you really saying it is only 90% because special zombies were deleting again or only projected but not done? The claim is not that all special zombies that were thought off or tried out once would be in the game, There was no promise the game would be bugfree. Also can you be sure that there was no cavity (a cave or even a mine dug by you) below that to disrupt SI? I and my friends build stuff all the time and we never did see SI bugs. And here in "General Support" we did not get confirmed claims of SI-bugs for a loooong time. Dysentery isn't the only effect. Efiicient digestion of red tea, stamina regen of beer, yucca and coffee, infection cure of honey, bartering buff on cheese cake, and all the stuff you get from the different candies and Grandpa's drinks. For an easy test I would suggest you look for a zombie out in the wilderness or streets, not in a POI. Stealth to a distance where you could hit it with a pistol (maybe 20-30 blocks?) and throw a stone. I'm pretty sure it will work. That will not work on a sleeper in a POI or a zombie that is already seeing you. It works on zombies that are alert and standing around listening AND it should works on zombies who got alerted to your position (maybe because they heard you but not seen you) and are walking or running to the place where the alert came from. The latter is hard to differentiate from a zombie that sees you, sure. The game doesn't make your job easy there.
  2. As Cr0wst0rm said. WiFi has been the source of problems multiple times already. Was it above 20 even with more than 6 players? If yes, your servers speed is should be ok and it points to the network as the likely culprit.
  3. 1) First of all your friend is connecting through steamnetworking instead of litenetlib as well, so maybe your server is not opening all the necessary ports. I would suggest to test it yourself: Download nmap, this is a port scanner utility (or any other if you have one already). I don't know how the usage is on windows, on the linux command line I did this with my own server (and my own port range): nmap -v -p 25599-25602 -sU -Pn 217.182.137.32 sudo nmap -v -p 25599-25602 -Pn 217.182.137.32 You might have to substitute every "-" with a "/" and . Or if you have a graphical user interface scan those ports for TCP and UDP. You should see TCP 25599 "open", the rest "closed", this is just a test to see your port scanner actually sees the server port. And you should see at least 2 udp ports in the range 25599-25602 "open", maybe more. In my case there were only two of them open, I assume if the server is configured to be public there might be more open ports. I even checked that those ports were closed when I had shut down the server. If it is a managed server you could ask the server operator to open those UDP ports, but he probably(?) won't so you might have to live with it or switch to another provider. Note it is just a guess that steamnetworking might be part of your problem, it is perfectly possible that changing to litenetlib doesn't change anything. 2) If you have an Epic AND Steam account, link them. I am saying this because someone else had (different) connection problems because of this. 3) The disconnect's reasons sadly isn't shown in the logs directly. It happens between logfile entries "INF Loaded (received): shapes" and "INF Block IDs with mapping" shortly after the the game authorized you and is beginning to add you to the game. If the game is already doing parallel tasks at that point then it might be something else. Or if it is doing something it doesn't put into the logfile. It is also not clear if "Block IDs with mapping" is saying it will be doing that now or if it is finished with the task. I can't imagine anything that could be stopping the game when it is mapping block names to block ids. Anything that is should have been gone with your cleaning of local settings... with the launcher and verifying the game files. Ask your friend who is managing the server to delete all player files of EOS_0002021295c1436fb592585383d7a5cd/Flopdup . Normally cleaning local settings creates a new character on the server. But there is a server setting so you are always linked to the same character, so manually deleting your character on the server might be a necessary step and it seems this wasn't done yet. 4) @Beelzbob posted a short list of possible problems here, you should check if anything applies to you : https://community.7daystodie.com/topic/30654-player-falling-under-the-ground-multiplayer/?do=findComment&comment=506308 . In any case, please post whether anything above helped or not.
  4. Re Crafting time. In most other games you stop doing whatever else you are doing to craft something. Naturally then it can't take more than seconds to craft something. In this game it is done in parallel with everything else you do. So the comparison itself is apples and oranges.
  5. Please start a new thread next time you have an issue. Also one **vanilla** logfile would be enough, a logfile from a modded game only muddies the issue. (Note to everyone else, if you check out his logfiles, read the last one, output_log_client__2022-11-25__22-49-43.txt, that is the vanilla one after cleaning game data ). I see lots of warnings about blocks that can't be placed ("WRN No chunk for position") but that could be normal on Navezgane, warnings are harmless most of the time. Sadly you were playing the game for only 2 minutes. It is quite possible that in that time no zombies spawn, especially if you don't leave the starting area. Would it be possible for you to make a new logfile? Use the map PREGEN6k and if you don't already spawn beside a town, do the quests to find the trader. Go there and wander around inside the town, especially the center of town with the little shops. If you still get no zombies, post that logfile.
  6. Please use the tools tab in the game launcher to clear all your settings. You will start at lvl1 in your game again but can use the console to give yourself xp back ("giveselfxp" command) and the creative menue (turned on with "cm") for the items you lost. If that doesn't work start a completely new game and check if it works there. If you have ever played with mods, delete everything in the mods folder before you create the game. If that also doesn't work, read the pinned thread in this forum section that tells you to read it before posting and follow its description.
  7. I would assume that they were intelligent enough to make the animation directly depend on the back end value and not make those independent tasks. But naturally even then there could be all sorts of bugs. Actually that bug about missing with a bow at point blank seems to happen only in some frames of the zombies movement. The theory now is that the bow is already past the hit box and not registering for such a frame. But maybe we jumped to conclusions and the bug does not depend on point blank and is just much harder to observe in a long range situation(?) Though in that case people would have surely identified the bug much earlier because many many shots are done by stealth players at relatively close range but not point blank! Maybe @theFlu knows more, as he did actual tests.
  8. Time is shown in both logs, your login attempts are shown in both logs (but with different information displayed, the lines are not the same). Only the other players login is shown only in the server log. We need your client log and the server log to get a complete picture. Since we don't know the cause we are searching for clues in all likely places. Having only the server or only the client log is like listening to only one side of a conversation over telephone
  9. If possible, try the following sequence: 1) Note the time and try to login without anyone else on the server. 2) Note the time and let one of the other players login 3) Note the time and login again. It will hopefully show how the unsuccesfull and the succesfull logins differ
  10. If your friend has his server at home (and not somewhere at a server hoster) he should check that he has the ports forwarded in his router like Star69 said. And you should create exclusions for the 7DaystoDie game & saves folder. Also, if you haven't done already, use the launcher, change to the tools tab and clear your settings (you will probably loose any progress on the server with this, but the server owner can give you back xp and items). Then try again. If it still doesn't work, go to a friends house (preferably one who has a different provider) with your computer and try again. If it works, your router or provider may be the problem, otherwise still your PCs setup. Alternatively post again your and the servers logfiles via pastebin, freshly created, and complete this time.
  11. But by asking you are making more out of it than it is. He didn't like your post, just accept it. If he wanted to explain (the rather obvious reason I might add) he would have done that probably.
  12. If that were the case, disabling steamnetworking would simply shut him out completely as his connection with litenetlib fails. See above, that can't work. I can see two possibilities here: 1) No one can connect with litenetlib because the server (on the friends private network probably) has not correctly opened the necessary ports. His friends just have more luck with steamnetworking because steamnetworking works in principle but is very particular on circumstances. 2) Only he can't connect with litenetlib, but then the problem must be at least partly on his side, i.e. his router/network has a problem, he did not create exclusions for the game and saves folders or some other unknown problem that needs to be found and fixed.
  13. So why are you making it a topic in the first place?
  14. As joswha says, that is quite an old cpu. The 16 cores don't help much as unity is still single-core and the game uses 3 more cores max. You should check out the servers logfiles. There is a line with "FPS" in it occasionally. This is actually "server ticks per second" (not frames) and should generally stay above 20. The game is very resource-heavy due to using voxels and each further player adds a lot of stress, especially in A20. And each further alpha added to the load. TFP hired a programmer to improve network performance so partly this may improve somewhat in the next alphas, especially the additional load from more players, but who knows how much that brings. I'd say you have two choices if you want to play with more than 6: Improve the hardware or go back to an earlier alpha, the farther back the better for performance. And you can hope for alpha21 or 22 to improve the situation.
  15. TheFlu posted a video on the bug report. He also posted a way to recreate the bug.
  16. Please post a logfile on pastebin and link it here.
  17. You could ask the author of Apocalypse Now mod how he did it to get his vehicle repair kits working. Or check which external mod he included for this (IF he used a mod from someone else for this) and ask the author of that mod. If it just works in xml without changes in C# (what I would normally expect) you could also just read the code of the mod to learn the secret.
  18. and it would probably fail. You have to write count="0,10" /> i.e. only one string and a closing bracket at the end. You could look at the existing code in vanilla xmls for examples. For example to get the syntax right now I just searched all the textfiles in Data/Config for the string "count" and among all those I immediately found one with a range. Also you can check for errors by looking into the directory ConfigsDump in the savegame after trying out a change. There you will see the resulting xmls. If your change is not there or an error is displayed you know the game did not accept your change.
  19. It is partly information, psycho-test and a way to get posters go through a routine and not forget basic things to do when to test for vanilla (like clearing settings for each new alpha and turning off mods for bug reporting). Especially the four questions are more or less a reminder how to do it correctly. The question about mods or "have you validated your files" have only one correct answer and the complementary answer gets an immediate "Please do ... and test again"-
  20. I assume you know you can do the same search in your generated world and make sure whether they are there at all or not (just search for the string "factory" in the textfile "prefabs.xml" inside your generated world's directory). If you take care to not look at the position numbers you would still have the fun challenge to search for them.
  21. In a few previous alphas the game already had more relaxed settings how far away a quest could be and while it hasn't suited everyone it made people either explore the map or loot POIs outside of quests, which I would see as a positive for the replayability for the game. I would gladly turn on either one of the options suggested by Bachgaman or Hiemfire. In my current MP game I have quests all over the map anyway (by different traders) and do quests for many of them. If one offered me a far away quest there is a good chance it would be near one given to me by a different trader. And it would really help with exploration and having a reason to travel to far away places. The low number of tier5 especially is a problem no quest selection can ever fix, that could only be fixed with a massive production of them. But I really don't see the harm in offering far away tier5s to a mid- to end-game player or even offer less than 5 choices or even none for a while until every building on the map has been done.
  22. The crash seems to be in a routine called Epic.OnlineServices.RTCAudio.RTCAudioInterface:SetAudioOutputSettings . My theory is that the client has voice chat enabled and the call above means that is managed by Epic services. I suppose you get added to a group chat when you enter a group and this is the call. That is the only idea I have where sound and network have a connection. If that is correct the solutions could be to turn off in-game voice chat . Since that isn't easy when you can't enter that menue you might have to edit settings in the registry or per editor on disk. Or maybe change the virtual sound device in the vm if there is an alternative. Turning off sound might be another solution but make the game almost unplayable. Lastly there is a very small chance to avoid the crash by blocking the connection to the EOS sound services if one finds out which server it connects to (network sniffing might be needed for this) In any case (whether my assumption is correct or not) you could make a bug report (see link in above banner) to TFP so they might fix the underlying problem (though they could also say that virtual machine is not an environment they support).
  23. So you think a tester would only try this 2 times after you told him the success rate was about 10-30%? You have a low opinion of testers. On the other hand your repro steps were excellent work and it will be really hard for the testers to miss that now. When you see the average quality of bug reports you know why they want people to fill out that template. The template is not really to get information about the bug but about the poster.
  24. My rationale is that after reloading the game will probably have you look at the exact spot again (+- random recoil) unlike reality. But I haven't tested it and not checked XML whether reload does add another random "recoil" and how big that is. Or even resets the view completely Apart from that I notice in the xml now that it reduces damagefallofrange by 5. So it has a disadvantage for long range too. Grip reducing aim handling, that is where I am reading the xml differently: <passive_effect name="WeaponHandling" operation="perc_add" value=".13"/> <passive_effect name="WeaponHandling" operation="perc_add" value="-.08"> <requirement name="HasBuff" buff="buffHoldBreathAiming01"/> </passive_effect> To me it looks like the first line adds 13% to weapon handling, but then reduces that again when you are aiming by 8%. 13-8 is stll a positive 5% while aiming. And those two lines should be added and not replace each other because in other places of the xml "perc_add" does add up, see for example with guns: <passive_effect name="EntityDamage" operation="perc_add" value="-.15,.15" tags="perkGunslinger"/> <!-- random EntityDmg --> <passive_effect name="EntityDamage" operation="perc_add" value=".1,.5" tier="2,6" tags="perkGunslinger"/> <!-- tier bonus -->
  25. As it is a long range weapon muzzle brake is a must as it plays to the hunting rifles strengths. Using the hunting rifle while running or in close combat is generally a bad idea but may happen hopefully very seldom. Then (according to the XMLs, so spoilers ahead) the fore grip seems to offer a lot more benefits (even some that help for long range shooting too!!) while the retracting stock only increases hip firing accuracy (to the point I am considering whether it might be a bug). And that is even though the fore grip is tier 1 and the retracting stock is tier2. I assume the stock is supposed to be a small supplement to the fore grip.
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