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q123

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Everything posted by q123

  1. 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.
  2. I have retested today with B177 and I realized there is a mistake in the steps above. If I follow them strictly, I also can't reproduce... It's all because the low setting is working as intended. (Happends while writing instructions in the office while I should work instead, without having access to the game - lol.) Instead you should use medium or high setting for testing. Ok, here's the corrected (and more detaild) version: 1. make sure you're able to see any difference between the settings (blur to crispy sharp) - if not, you won't be able to reproduce it. An asphalt road works best for me as a test. 2. Use the MEDIUM-setting (asphalt in background should be blured now) 3. restart the game (the programm, not only the save game) 4. make sure you don't change any settings (best If you don't enter the settings completely until step 6!) 5. if asphalt in background is crispy sharp again you have repoduced it (cause that should not be the case). 6. check settings now. Medium-setting is still active in settings 7. reapply the setting by changing it temp. (asphalt in background should be blured finally)
  3. In build 154 I was still able to repro it. Right now I tried it again in build 157 aaaand... now I can't repro it too. It is either fixed now or there are other strange conditions needed, dunno, atm it's fine for me
  4. You're not alone That problem exists for me since that day the setting was introduced in A18. There was a bug report in A18 too, if I good remember. I did a quick check on A19 yesterday and it still does not apply it automatically on game start For those which can't reproduce it - make sure, that your graphics driver settings are correct. For example in NVIDIA control center "Anisotropic Filtering" has to be on "application controlled" - else the ingame Texture Filter will be ignored. Also your FPS may not be affected too much to realize it, but you should see the difference between min/max-settings by looking at an asphalt road. For example: 1. Use the min-setting (asphalt in background should be blured now) 2. restart the game 3. min-setting is still active in settings, but asphalt in background is crispy again 4. reapply the setting by changing it temp. (asphalt in background should be blured now) I hope this was understandable somehow
  5. 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
  6. thank you @xyth๐Ÿ˜Š 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 ๐Ÿ˜
  7. 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
  8. no this creature pack brings so much variety into the game - it's perfect for killing the time until a19 comes out -- 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).
  9. 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?
  10. 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.
  11. 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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