Jump to content

FacePlant

Members
  • Posts

    11
  • Joined

  • Last visited

Recent Profile Visitors

The recent visitors block is disabled and is not being shown to other users.

FacePlant's Achievements

Refugee

Refugee (1/15)

3

Reputation

  1. Steps * In any biome, walk around until you find an untouched bird nest * target the nest (aim cursor at nest) * hit E, then immediately hit E again (should begin searching nest, then cancel the search action) * observe Results Cancels the search, but drops nest contents as a backpack, on top of nest. Expected Expected the search to cancel, as with lock pick action, or when opening any container the first time. Discussion This is obviously not a game breaking bug, but may indicate issues with the search function. I am only able to reproduce this issue with bird nests. Tried on various size ammo piles, medical cabinet, chem set, cooler, and various other containers, but so far only the bird nest seems to be affected. Logs & Screenshots N/A in this case.
  2. Summary: (A short description of the bug) Game Version: (A21 b3xx) OS/Version: (Windows / Linux / Mac) CPU Model: (Intel i5 9600K / AMD Ryzen 7 1800x / etc) System Memory: (4 GB / 8 GB / 16 GB / etc) GPU Model and VRAM: (nVidia GTX 1060 4 GB / AMD RX 580 8 GB / etc) Screen Resolution: (Width and Height such as 1920x1080) Video Settings: (Low / Medium / High / Ultra / Custom(Custom has many combinations, so just list the settings you think are relevant to the bug if any)) Game mode: (MP host / MP client / SP / Client on Dedi, RWG or NAV) Did you wipe old saves? (Yes/No) * yes, brand new save, on new random gen map (North Firivu Territory) Did you start a new game? (Yes/No) * yes Did you validate your files? (Yes/No) *no Are you using any mods? (Yes/No) *yes, but none that should affect zombie feeding animation EAC on or off? *off Status: NEW Bug Description: * a single file line of zombies was heading toward me, with a snake a few meters in front of them. The 1st zombie in line dropped down to eat the snake & i killed the zombie (headshot). The 2nd zombie also dropped down to eat, and appeared to be having sex with 1st zombie, i killed it. The 3rd zombie in line dropped down slightly behind the 2nd zombie, to eat, and also appeared to be having sex with the 2nd zombie. At first i wasn't sure what was happening, until i realized the zombies were trying to eat the snake, and there was just an unfortunate appearance caused by the feeding animation - the feeding zombie appears to move forward & back, while down on all fours, giving an unfortunate visual result if there is a zombie corpse in front of them. They were in a l8ne, and very close together. There were also some clumps of grass around them. Also happened to be at night, while i had a headlamp turned on. Detailed steps to reproduce the bug: 1) kill an animal, while a single-file line of zombies is heading toward you, and dead animal between you & zombies 2) when 1st zombie drops down to feed, kill it 3) when 2nd zombie drops down to feed, it will often be just a bit beh8nd the first zombie 4) observe resulting animation Actual result: (description of what is occurring) * feeding animation makes it appear that the zombie currently attempting to feed on the dead animal, is having sex with the zombie corpse in front of it Expected result: (what you expect to occur) * seriously, anyth8ng but that. Not sure what the best solution would be Link to Pastebin Output Log: n/a
  3. I am using the Building Block "Cube" shape. Originally found issue while repairing blocks in a POI (Boes Market), but issue is reproducible while outside any POI, wherever you are in the world. I am using a space on a paved road, because it is flat. No log file attached, since there is no log file for the current session. ---------------- Summary: (A short description of the bug) *block's current upgrade status appears to be remember after partially upgraded block is destroyed then replaced with a new block. Game Version: (A21 b3xx) *a21 b317 OS/Version: (Windows / Linux / Mac) *windows 11 home, build 22621.1702 CPU Model: (Intel i5 9600K / AMD Ryzen 7 1800x / etc) *i7-10750h System Memory: (4 GB / 8 GB / 16 GB / etc) *16gb GPU Model and VRAM: (nVidia GTX 1060 4 GB / AMD RX 580 8 GB / etc) *nvidia geforce rtx 2070 integrated (laptop) Screen Resolution: (Width and Height such as 1920x1080) *1920 x 1080 Video Settings: (Low / Medium / High / Ultra / Custom(Custom has many combinations, so just list the settings you think are relevant to the bug if any)) *ultra Game mode: (MP host / MP client / SP / Client on Dedi, RWG or NAV) * SP Did you wipe old saves? (Yes/No) *i new save Did you start a new game? (Yes/No) *yes Did you validate your files? (Yes/No) *yes Are you using any mods? (Yes/No) *yes EAC on or off? *off Status: NEW Bug Description: Detailed steps to reproduce the bug: 1) place down a wooden Cube shape 2) using stone axe (haven't checked other hammer types yet) 3) right-click the block twice (so it is NOT fully upgraded) 4) left-click block until destroyed (still using stone axe) 5) WITHOUT moving cursor, place down a replacement wood cube shape (into same space as previous block) 6) right-click block ONE time 7) observe 8) block is upgraded Actual result: (description of what is occurring) * the block is upgraded, as though is was in the 2/3 upgrade step, rather than re-starting at upgrade stage 1/3 Expected result: (what you expect to occur) * expectation is that block should gone to upgrade stage 1/3, just as if I had placed a block onto some random location.
  4. I am hoping, that at some point, the mannequin figures can be used as armor/weapon stands, and be able to change poses (for at least arms & legs). Would be awesome to be able to tell a visul story, from my character's origin thru where/how they've grown over time. Then again, maybe that's just me...
  5. I am aware of the limitations of an unsigned 2-byte number. My point was that it will correctly go to 100,000 without overflowing back to 0, meaning that it not a 2-byte number at this point, but goes back to 2-byte when it reloads the value. To me, this means that the data type is not consistent. Sometimes (maybe most times) it is 2-byte, but at other times it is a larger data type (4-byte? 8-byte?). If the devs do not consider this an issue, then so be it (their call, not mine). I will still continue to report bugs or odd behaviors., & they decide when/wether/how to handle it. Cheers.
  6. * Specs & report form below * Couldn't find this particular bug in the database, though there are several vaguely related discussions. I have the deadlee6 50k stack modlet installed (sets max stack of various items), and set the max stack for dukes (casinoCoin) to 100k.when selling loot to the traders, the dukes stack fine into 100k stacks. If i move stacks to a storage (using writable storage) the 100k stacks transfer correctly. However, if I either open the storage later (loading the save), or load the save with 100k stacks in my inventory, the 100k stacks have turned into stacks of 65,535. This leaves me with the impression that the data type is different when loading the save or opening the storage, since the game has no problem with larger stacks when building the stack in inventory or moving the stack into storage. I lost several hundred thousand duke before I noticed, and while trying to narrow down what was happening. In attached screenshot, left side of graphic shows inventory before & after loading save. Right side shows storage before & after. For both, the top image is before saving, & bottom is after loading the save. - - - - - - - - - - - - [specs & report form ] -- - - - - - - - - - - Game Version: (A18 b155 / A18.1 bxxx / etc) *current build as of 2023-01-26 (a20.6 stable) Platform: (Steam / XBL) *steam OS/Version: (Windows / Linux / Mac) *windows 11 home v21H2 CPU Model: (Intel i5 9600K / AMD Ryzen 7 1800x / etc) *i7-10750H 2.06gHz 2.59 gHz System Memory: (4 GB / 8 GB / 16 GB / etc) *16gb GPU Model and VRAM: (nVidia GTX 1060 4 GB / AMD RX 580 8 GB / etc) *nvidia geforce rtx 2070 Screen Resolution: (width and height) *1920'1080 Video Settings: (Low / Medium / High / Ultra / Custom (Custom has many combinations, so just list the settings you think are relevant to the bug if any)) *n/a Game mode: (MP host / MP client / SP / Client on dedi, RWG or NAV) *Standalone client, only, so server connection Did you wipe old saves? (Yes/No) *yes Did you start a new game? (Yes/No) *yes Did you validate your files? (Yes/No) *yes Are you using any mods? (Yes/No) Yes, around 60 EAC on or off? *off
  7. I am using "latest experimental build" & generated a new world/save. I built the first floor of my base, then started digging a basement under the base. Once i got to stone, i dug 3 or 4 blocks lower, and am leveling the floor. I first dug the perimeter, for the basement walls, then taking out the rest of the stone, from outside to inside. Many times, there is terrain tearing, so that i can see underneath the map. There are actual blocks where the tearing is, though they seem invisible - i am unable to fall through the tearing, but move up/down as appropriate where the blocks should be. I will grab some screenshots, & attempt to attach them to this report.
  8. I am on the roof of a house, with contact grenades in hand. Quickly right click (pull pin) then left click (toss grenade) Observe Grenade is dropped through hole in roof, then animation for throwing grenade triggers, after grenade is most of the way to the floor. It kind of looks like character is attempting to grab the falling grenade out of the air.
  9. Started a new game & spawned near a city. While exploring the city, I walked up to a concrete water/sewer area (kind of looks like the area under an overpass, with round concrete sewer pipes, with water covering bottom of the area) that had 2 crawler zombies by the water. When they sensed me, they both stood up & began walking around the sewer area. A third crawler broke out of one of the walls & fell into the water, then began walking around with the others. They were standing on non-existent legs & walking. Odd.
×
×
  • Create New...