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zackss

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Everything posted by zackss

  1. It would be great to be able to configure which edges of the map new zombies appear from. You could then, for example, set the eastern edge to be the spawning edge and simulate an approaching mega hoard that in the early game you can keep ahead of if you keep moving west. This would be especially cool if you could start with few zombies, but keep ramping it up over time. With no loot respawn (and no trader quest resets) that would create a tension between looting the eastern side when it's not totally overrun and moving on to safer areas in the west, and then later make the prime untouched loot locations (for later gamestage looting) in the area where there are both the most zombies and which have the quickest respawn (as killed zombies respawn nearby).
  2. We played for quite some time yesterday (on a local dedicated server) and encountered no errors on the new version. Thanks and Merry Christmas to you and the rest of the team! (Also we found Pacco's home and it's really beautiful.)
  3. 1. We haven't tried to play solo for any length of time (just enough to get somewhere safe to shut down the server), but errors have immediately stopped when someone logs out, even if it's not the player who is having the error. It had seemed like it was somehow related to who had joined first, but there has been a single instance where the host (in non-dedi mode) received it (compared to 10+ times where it was the second person or non-host). That was fixed by the other person logging out, so it's possible this can only happen with multiple players. 2. No, though we only replaced them in a non-error state (when the errors are flowing we can just struggle to exit out). We did get errors on new items pulled from the creative menu. 3/4. No custom UI's or other mods, just the version provided by the launcher and the dedicated server from github. I'll try to gather the logs and save game and send them over. The errors aren't reliable though, so it won't be like you can just load it up and swap around to get it to occur.
  4. I'm getting frequent NullReferenceException streams when switching to tool items after updating to 16.0.0.28.1 from the pre-Christmas version (probably 16.0.0.27). I'm playing a 2-player co-op game and have tried both dedicated (local) server and having one player host. The items that have caused the problem so far have been iron pickaxes, hunting knife, and chain and links. Restarting the dedicated server seems to be required, but for the host configuration the other player logging off seems to be enough (even when it's the host that is experiencing it). The items that cause the error were used earlier without issue and we've tried replacing them with new ones in case there was some corruption of that specific instance. Server logs don't show anything going on, but client logs show: NullReferenceException: Object reference not set to an instance of an object at ItemClassAR1.OnHoldingUpdate (.ItemInventoryData _data) [0x00000] in <filename unknown>:0 at Inventory.OnUpdate () [0x00000] in <filename unknown>:0 at EntityAlive.OnUpdateEntity () [0x00000] in <filename unknown>:0 at EntityPlayer.OnUpdateEntity () [0x00000] in <filename unknown>:0 at EntityPlayerLocal.OnUpdateEntity () [0x00000] in <filename unknown>:0 at World.TickEntities (Single _partialTicks) [0x00000] in <filename unknown>:0 at GameManager.JQ () [0x00000] in <filename unknown>:0 at GameManager.Update () [0x00000] in <filename unknown>:0 (Filename: Line: -1)
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