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Record Comments posted by Pichii
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On 6/8/2022 at 4:00 PM, Jugginator said:
I have confirmed there's a limit on the number of times screamers will spawn and/or scream before they stop.
The lock I tried investigating for a long while to no avail.
Yeah,
This is something I made a ticket on a while back. Scouts will fail to spawn if you're too far underground/close to bedrock.
The heatmap/screamer spawn system seems to be complicated; I got busy with other work and will come back to this. The only thing I haven't confirmed here is the heat lock.
I think what I meant by heat lock was that no zombies spawn on topside to check you or if they do, dont wander to correct coordnates.
I had an ally stand above where I was augering for 30 IRL min and didnt see anything spawn or come towards the location.
However, less than 60s above ground and I typically get the 1-3 till scout horde/horde spawns thus why I felt like there was a heatmap issue.I would also like to note im still able to do this in the A20.6b EXP patch.
Though, Ive only tested for 15m rather than 30 since A20.6b
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On 6/10/2022 at 1:36 PM, Jugginator said:
That didn't work =/
Sorry for late reply. I just disabled my hybernation sleep and this problem fixed itself.
Combined with the steam auth hotfix, I dont have anymore issues with this. Unsure if it was epic issue from prior or windows or both. xD0 -
Bump.
If you use the Auger underground by 16 block, heatmap locks as well. No zombies ever spawn till you are topside and use aug.
Even checked the server logs and NO zombies spawned in 2 IRL hours of digging with an auger at full blast.
Perhaps it might be easier to replicate the lock by going underground?I also have the issue with screamers performing full scream but not summoning swarms (and the oposite, where animation DOESNT trigger but hordes come anyway.)
May simply be broken animation for screamer/scream.... Could be both heatmap issue and screamers.0 -
21 minutes ago, Pichii said:
I think I may have a guess as to process to reproduce finally;
1. Launch steam.
2. Allow PC to enter sleep mode with Drives off.
3.Wake from sleep.
4.Run Dedi-server.
5.Wait to experience timeout.
My current suspicion is that sleep mode is causing the auth failure through steam.
Currently in process of confirming theory but reproducing this bug with intent proves difficult.5. Connect to server and wait for timeout*
This appears to be it from my end.
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I think I may have a guess as to process to reproduce finally;
1. Launch steam.
2. Allow PC to enter sleep mode with Drives off.
3.Wake from sleep.
4.Run Dedi-server.
5.Wait to experience timeout.
My current suspicion is that sleep mode is causing the auth failure through steam.
Currently in process of confirming theory but reproducing this bug with intent proves difficult.5. Connect to server and wait for timeout*
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New Error (Dedi-server log)
2022-05-17T15:26:36 6500.038 INF [Steamworks.NET] Authentication callback. ID: 76561198238878000, owner: 76561198238878000, result: k_EAuthSessionResponseAuthTicketCanceled
2022-05-17T15:26:36 6500.038 INF [Steamworks.NET] Kick player for invalid login: 76561198238878000 ShuFlngPu
2022-05-17T15:26:36 6500.038 INF [Auth] PlatformAuth authorization failed: EntityID=171, PltfmId='Steam_76561198238878000', CrossId='EOS_00027746b32743e2afed6afcd11f1d32', OwnerID='Steam_76561198238878000', PlayerName='ShuFlngPu'
2022-05-17T15:26:36 6500.038 INF Kicking player (Platform auth failed: AuthTicketCanceled): EntityID=171, PltfmId='Steam_76561198238878000', CrossId='EOS_00027746b32743e2afed6afcd11f1d32', OwnerID='Steam_76561198238878000', PlayerName='ShuFlngPu'
2022-05-17T15:26:36 6500.546 INF DynamicMusic: 171 successfully removed from Bloodmoon state cache
2022-05-17T15:26:36 6500.546 INF Player disconnected: EntityID=171, PltfmId='Steam_76561198238878000', CrossId='EOS_00027746b32743e2afed6afcd11f1d32', OwnerID='Steam_76561198238878000', PlayerName='ShuFlngPu'
2022-05-17T15:26:36 6500.546 INF GMSG: Player 'ShuFlngPu' left the game
2022-05-17T15:26:36 6500.546 INF Exited thread NCS_Writer_0_0
2022-05-17T15:26:36 6500.546 INF Exited thread NCS_Reader_0_1
2022-05-17T15:26:36 6500.546 INF Exited thread NCS_Reader_0_0
2022-05-17T15:26:36 6500.546 INF Exited thread NCS_Writer_0_1
2022-05-17T15:26:36 6500.595 INF NET: LiteNetLib: Client disconnect from: 73.221.215.24:62765 (DisconnectPeerCalled)Note; This player is a registered admin on the server. Nobody else is being disconnected while admin is.
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I take it back, its still happening...
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Additional information;
I disabled Dynamic Music via client side on dedi-host machine and the epic errors have ceased.
Uncertain if related or not but I have not had this bug since the afternoon of 5-16-2022.Further, all the players on my server had dynamic off.
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Even more information:
I took out the truck-trailer and put in cobble blocks and the bug still persisted.
After the zombies took out the deformed chunks of cement, it became clear that the zombies are actually just over-prioritizing the 1wide gap between the roof and the top of the wood/cobble ramp.
Due to standing just over the 1wide combined with the choke point, the zombies would, 3/5 times choose to path the 1wide gap with a crawl instead of jumping up to where I was.
Hatches still seem to be under-prioritized for the zombies however, very drastically.
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additional info:
Game Version: A20 (Latest EXP)
Platform: (PC
OS/Version: (Windows
CPU Model: 5600x
System Memory:48GB
GPU Model and VRAM: GTX 1070black
Screen Resolution: 25xx by 1440
Video Settings: High->Custom (lowered shadows quality and distance)
Game mode: Single-> Friends only active, none connected.
Did you wipe old saves? (Yes
Did you start a new game? (Yes
Did you validate your files? (Yes
Are you using any mods? No)
EAC off?
Gamesparks Off0
Dupe Bug -Vehicles- (Im reporting the bug I saw others use IRL, I do not have appropriate logs for this report)
in Under Review
Posted
PS: Only 1p (Driver) can pickup at first.
PPS: Motorcycle is unaffected. Gyrocopter is unaffected.
Minibike can also dupe but requires a zombie to be attacking.