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Posts posted by q123
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2021-06-25T12:47:05 8.874 INF [MODS] Trying to load from folder: War3zuk 100k Stacks (Datbird Edit) 2021-06-25T12:47:07 10.673 INF User joined: datbird
looks like, you have edited yourself some of the mods by hand, right?
I've never tested it, but "100k Stacks" for example sounds like a game breaker for me.
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@BadAssHeigl are you really still playing with A19.0 (b180)?
This (vanilla) issue should be fixed in A19.5 - you should upgrade your game 😉
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3 hours ago, TWORDY said:
Do we have the option to lock the FPS from the console, if yes what`s the command?
yes, settargetfps 😀
for example, 'settargetfps 60' locks the framerate at 60 fps, 'settargetfps 75' at 75 fps and 'settargetfps 0' releases the lock again (no limit).
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On 5/13/2021 at 11:36 PM, SylenThunder said:
For those of you having issues with the distant POI meshes/ghost blocks, you might want to take a look at 19.5 experimental and see if any of the new optimizations and fixes there resolve your issue.
I personally haven't seen any ghost blocks for more than 2 weeks playing 19.5exp with CP47.
Seems like its fixed with 19.5 🤗
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It's the opposite of light - it's the shadows 😉
Try lowering the Shadow Distance in settings (note: tree farms casting many shadows...)
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@Roland I’m not familiar with it, but according to google it may be "War3zuk Alpha 19 All In One" 😉
(https://www.google.com/search?q=war3zuk+site%3Acommunity.7daystodie.com)
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2 hours ago I downloaded both, the nitrogen version and the modlet and I noticed some prefab.xml s differ in the packs:
RotationToFaceNorth:
- xcostum_powerplant(byKam)
- xcostum_ShoppingCenter_Galleria(by_Laz_Man)
- xcostum_strange_cornfield(by_magoli)
TotalVertices + TotalTriangles:
- xcostum_Courthouse(by_Stallionsden)
😉
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1 hour ago, Space4Ace said:
Would be experimental first. There has been a couple of builds posted in the testing branch so... Soon? (Meaning, when it's done)
If I'm not counting wrong, b3 is done already - the question is, if it will pass the tests for an exp release or not. We will see tomorrow if they'll make another build, maybe...
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Sorry, I'm not a server expert, so I'm just guessing
Check the server log files and compare the version number - is it really the same as the clients (did the update work correctly)? Some people reported they had done the update in a seperate folder - so they had 2 installs later, one old and one was new. Something like this...
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Have you been testing on a single player game too - or only on multi player?
If not, start a new single player save game on navezgane. If it is working then, it's most likely a server problem. If it's on the server only, check the server log files if the right version is loading up.
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like @xyth said, you're using an old version - update '0-CreaturePackZombies' to the latest version (18.4.1.51) - that should help.
A new world may not be needed in that specific case
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thank you @xyth😊
that comma-bug-fix was it, I think.
I first tested in a new world and later also in my existing world. Every creaturepack sleeper woke up by self and the best - no NREs so far 😁
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You're right, that world is more than a month old or so. But I never got NREs before - and I did every update which was published here.
Thats strange.
I don't think I wanna start a new world until a19. Maybe I'll roll back myself to the version from the day before (with sleepers not waking up)... I think I'll do that later in evening. Maybe that changes something and if not, I have to use killall everyday until a19
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no
this creature pack brings so much variety into the game - it's perfect for killing the time until a19 comes out
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update:
sorry to say that, but I got more NREs after a game restart - this time I think it's maybe 'zombieGuppyDoctor04Black' (?), after the following 3 zombies where killed the NRE-spam stopped:
2020-05-04T22:53:54 841.910 INF Executing command 'killall' 2020-05-04T22:53:54 841.911 INF Entity zombieSteveCrawler 8619 killed 2020-05-04T22:53:54 841.912 INF Entity zombieFarmer 8622 killed 2020-05-04T22:53:54 841.913 INF Entity zombieGuppyDoctor04Black 8626 killed 2020-05-04T22:53:56 843.702 INF VehicleManager saving 2 (1 / 1)
yesterdays version was fine for me (besides that sleeper-thing).
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After the latest update I got some NREs:
2020-05-04T22:17:31 139.066 INF DMS Entered Game! 2020-05-04T22:17:31 139.300 INF Getting new currentStreamer! Calling Animator.GotoState on Synchronize layer (Filename: C:\buildslave\unity\build\Modules/Animation/Director/AnimatorControllerPlayable.cpp Line: 1374) 2020-05-04T22:17:33 140.685 INF Calculating hashes took 5983 ms (world size 660 MiB) 2020-05-04T22:17:58 165.555 INF Time: 1.83m FPS: 57.89 Heap: 3240.3MB Max: 3240.3MB Chunks: 289 CGO: 223 Ply: 1 Zom: 0 Ent: 5 (5) Items: 0 CO: 1 RSS: 8498.0MB 2020-05-04T22:18:28 195.544 INF Time: 2.33m FPS: 57.78 Heap: 3337.3MB Max: 3337.3MB Chunks: 289 CGO: 223 Ply: 1 Zom: 0 Ent: 5 (5) Items: 0 CO: 1 RSS: 8660.9MB 2020-05-04T22:18:44 211.924 INF VehicleManager saving 1 (1 / 0) NullReferenceException: Object reference not set to an instance of an object at Chunk.GetEntitiesInBounds (System.Type _class, UnityEngine.Bounds _bb, System.Collections.Generic.List`1[T] _list) [0x0009e] in <3ca2702590144b2c95bd610195728952>:0 at World.GetEntitiesInBounds (System.Type _class, UnityEngine.Bounds _bb, System.Collections.Generic.List`1[T] list) [0x00097] in <3ca2702590144b2c95bd610195728952>:0 at EAISetNearestEntityAsTarget.FindTarget () [0x001f4] in <3ca2702590144b2c95bd610195728952>:0 at EAISetNearestEntityAsTarget.CanExecute () [0x00022] in <3ca2702590144b2c95bd610195728952>:0 at EAITaskList.OnUpdateTasks () [0x000ce] in <3ca2702590144b2c95bd610195728952>:0 at EAIManager.Update () [0x0001b] in <3ca2702590144b2c95bd610195728952>:0 at EntityAlive.updateTasks () [0x00063] in <3ca2702590144b2c95bd610195728952>:0 at EntityAlive.OnUpdateLive () [0x00154] in <3ca2702590144b2c95bd610195728952>:0 at EntityEnemy.OnUpdateLive () [0x00000] in <3ca2702590144b2c95bd610195728952>:0 at EntityZombie.OnUpdateLive () [0x00000] in <3ca2702590144b2c95bd610195728952>:0 at EntityAlive.OnUpdateEntity () [0x0001e] in <3ca2702590144b2c95bd610195728952>:0 at World.TickEntity (Entity e, System.Single _partialTicks) [0x0015d] in <3ca2702590144b2c95bd610195728952>:0 at World.TickEntitiesSlice (System.Int32 count) [0x00037] in <3ca2702590144b2c95bd610195728952>:0 at World.TickEntitiesFlush () [0x0000c] in <3ca2702590144b2c95bd610195728952>:0 at GameManager.UpdateTick () [0x00033] in <3ca2702590144b2c95bd610195728952>:0 at GameManager.gmUpdate () [0x00297] in <3ca2702590144b2c95bd610195728952>:0 at GameManager.Update () [0x00000] in <3ca2702590144b2c95bd610195728952>:0 (Filename: <3ca2702590144b2c95bd610195728952> Line: 0)
this repeated endless until I did a 'killall' - than it stopped:
2020-05-04T22:19:13 240.762 INF Executing command 'killall' 2020-05-04T22:19:13 240.770 INF Entity zombieGuppy01Beige 8591 killed 2020-05-04T22:19:23 250.912 INF Saving 151 of chunks took 141ms Calling Animator.GotoState on Synchronize layer
the only zombie which got killed was 'zombieGuppy01Beige'. Maybe there is something wrong with him?
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Same here for me tonight.
I also had some sleepers, which I thought I've never seen before - and they didn't wake up until I hold them a shotgun on the head.
Vanilla sleepers already where attacking me at the same time.
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uuh, I'm not posting much in the forums - but if you need some feedback...
keep up the excellent work - I like it!
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A20 Developer Diary Discussions
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What you're looking for is in Compopack, check for IZEA 😉