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Jugginator

QA
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Everything posted by Jugginator

  1. Yeah it's not as magic as it seems, bft/neko explained most of it. To detach the camera, it's F5 then p then [, reversing to put the camera back to normal. There's also a "cam" command that can be used to place camera waypoints you can load up.
  2. If it does crash again, try disabling overlays, looks like you've got one for discord and one for steam.
  3. Not sure if this is a known issue or not, but there are inconsistencies in it. I brought it up and we'll look at it.
  4. It could be an interpolation thing. It's been noticed internally and yeah some people have been noticing it; it's pretty rare but a general hitbox check pass is needed to be done. Honestly most videos I've seen the shot did clearly miss, arrows aren't meant to be laser-pointed and you do have variance on trajectory, I guess sometimes it doesn't represent that visually sometimes.
  5. Possibly, you may be seeing Litenetlib connection failures in the log. You need 26900 TCP, and 26900 through 26902 UDP, as well as firewall/antivirus exclusions
  6. Hi, a log file of the server launching/failing would be needed to troubleshoot.
  7. Usually this is caused by a player not making/selecting a character in the profile options. have them make a profile and turn persistent profiles off, then have them rejoin (you then can turn it back on after).
  8. I've started some in-depth testing on this, no report needed. I've noticed a few things that's throwing balance off a little bit, not entirely damage-related, facets such as range of dismemberment/penetration are a bigger part of it. WIP.
  9. Theres one reproduction I've done on this, related to what @BourbonBeefcake mentioned, but not of what others are talking about. That one is a ticket currently to be looked into further.
  10. Yeah this is definitely networking related. It's one odd bug, but anything you can do to improve network stability can help as well as making sure the game/save directories are installed on an SSD.
  11. All of your settings are stored in the registry, Computer\HKEY_CURRENT_USER\Software\The Fun Pimps\7 Days To Die. You can also get here by loading the game launcher, going into tools, open game settings. If that doesn't resolve it, I'll try loading up current stable and see if there's anything I can see to fix it for ya, but we do have an entire controller overhaul coming which will resolve a ton of issues/give more quality of life/modernization.
  12. Nope, not forgotten. Just balancing goes way deeper than just damage numbers ;). Slugs did get their wood/loot container-destroying nature reduced, since the penetration did lead to POI Swiss cheese.
  13. How about big picture mode? I looked some stuff up and found an nvidia rep respond to a user needing to not use big picture mode for a game, suggesting turning steam family view on, which worked. Try min/maxing the screen, windows/fullscreen/exclusive. I'll have to play around with gforcenow.
  14. Yeah it's looking like that. I am still pretty soldily connected to your server, and everything is still responsive. This is still good information though in trying to pinpoint what's going on. I'll have to look into tinkering with stability.
  15. Ahhh. I think your best bet would be doing it the world editor way then, uploading a world with the poi in it. The prefabs or localprefabs folder should be somewhere in there, I would ask their support for help in that area. I wish providers would unify and stop doing things way differently than the normal server does, but I digress
  16. Hmmm. I've been on for a bit, haven't had the issue yet. Spawned in a drone and a 4x4, placed a land claim and whatnot. I'll leave it running with some monitoring going on, and really need to have some foods so I'll leave it running. If at anypoint you need to shut the server down, feel free to do so it won't hurt any data monitoring. Thanks for doing this.
  17. Ah sorry I should have been more specific, it's in the world in the save folder, like this: And you need to replace a POI with it, so in the main Prefabs folder that's in the game folder, you'd have to steal the name of a POI that you want to replace it with. Again, this isn't supported and likely will have issues, so the cleanest way is to do the world editor/new game route
  18. So, when you make a new world/map, the prefabs that are placed are static. The only way (unless I'm missing something) to get a new prefab into a world/game that's already running is to replace a prefab that's in the prefabs folder in the SAVE folder (not the main prefabs or local prefabs folder), it has to have the same name, and will likely cause issues, but in theory if you reset that POI that you replaced it with it should pull it up. But, like I said, this can have issues and isn't supported. What you would have to do is edit the world in the world editor, place the prefab, save it, upload it to your server (along with the prefab, put it in the prefabs folder), and finally start a new game on it. This is the cleanest/safest way.
  19. Thanks! Loading up Unity now and will connect when it's done. Hey @Jimmyicedcoffee could you do me a huge favor and remove EAC for me for this test only? Sadly, you can't run EAC with the Editor. I can make a local build but it won't have near as much debug information.
  20. Thanks for your quick reply too Useful information. To answer about litenetlib, it's not a directory like that, it's a protocol that the game uses for networking (well, one of the protocols that we have, steam networking and EOS are two others, but Litenetlib is by far the best). It automatically will use Litenetlib if it can make a solid connection. Pretty much think of Litenetlib as a direct connection, and steam networking and EOS are "VPN's" of a sort, the clients go through one of those and then those services route the connection to the server/host. Thanks for doing that, that was what I was going to ask you to try. If you don't mind, I wouldn't mind trying to connect to your server (or P2P if the issue is there too). If I can get some debugging information, maybe that will help.
  21. Hm... I shamefully admit I'm still not up to par on how Geforce Now works with our game, is there anyway you can see the launcher when starting it? If you do, check Use Native Input Module on it.
  22. Hi, thanks for sharing. Unfortunately, there seems to be a particular formula for creating the loot container issue, including on various distributions of Linux Ubuntu. Absolutely anything could help; currently, I've found if a client has an item selected/hovering (like moving) and the server/p2p host shuts the session down that breaks some things, but not the looting ability. Is the server establishing via Litenetlib, and are clients connecting to it via Litenetlib? (You'll see in the log folder, look for Litenetlib, if it connects it's fine, if it fails via litenetlib, let me know). Although this doesn't appear to mean anything. Is the client on WiFi? Is there an active firewall that might not have exceptions for the game? Port forwarding done for the server? Mods, or other changes to XML files? Stuff along these lines. I even tossed my phone in the backyard and connected to it by hotspot and hosted that computer as a P2P and connected another client that had a VPN tunneled to somewhere in Europe (I am in the USA), and this still didn't happen... so I'm/we're at a loss here in reproducing it. I have seen this exactly once back in A20, a client was playing with us in P2P with me as the host, and he had really bad internet and lost functionality, but after we all restarted it never happened again over the course of a couple of months in that game....
  23. Lol jokes aside, it is a cool idea though. Challenging part would be keeping everything... in the "theme" for a lack of a better word for the game.
  24. Like Laz said we do have to worry about scope creep, and if we open those doors... people will be mad wondering why we're on A121.90 and the minimal requirements are now 128gb of ram and a 2TB ssd Workshop support is still a much wanted feature for gold. We're already having to fight tooth and nail to reduce memory, every new item in the default game has to be shipped to everyone.
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