Ayrton Posted March 10, 2019 Share Posted March 10, 2019 a query why can not I run and jump at the same time? I am in the stable 17.2 b27 *************************************** (edit added comment by QA Tester-unholyjoe) hi Ayrton, here's my video that shows i can run and jump at same time: as i show in my video i can run and jump as long as i have stamina... do you have any mods that may affect this or in game ailments or items that may cause an issue? any and all info can help but you offered none. thanks *************************************** problem solved, it was my keyboard, I changed it last week because I did not work the S key and then I changed my keyboard gamer for another Thanks for the help *************************************** (edit added comment by QA Tester-unholyjoe) thanks for confirming your fix. *************************************** Link to comment Share on other sites More sharing options...
giKoN Posted March 10, 2019 Share Posted March 10, 2019 <set xpath="/items/item[@name=gunHuntingRifle]/property[@class=Action0]/property[@name=Sound_start' and @value='sniperrifle_fire]/@value">hunting_rifle_fire</set> I think you accidentally have Sound Start for Sniper Rifle at the Hunting Rifle. I changed it to the original soundnode again for myself. Link to comment Share on other sites More sharing options...
Fepo Posted March 10, 2019 Share Posted March 10, 2019 Summary: Orientation changes strutural integrity Version: 17.2 b27 Platform: PC OS/Version: Windows Game mode:sp NAV Did you wipe old saves? Did you start a new game? Yes Did you validate your files? Are you using any mods? No EAC on or off ? Status: NEW? Bug Description: For a metal beam with wood attached, orientation changes strutural integrity. In one direction it supports less than a wood beam. In the other, it supports more than a wall. Reproduce steps: 1) Build a pillar w/wood, build another pillar 5 blocks N/S and a beam over them w/ metal. 2) Attach wood to the beam, it collapses with 8 blocks. 3) Same construction, but with pillars in direction E/W. 4) Attach wood to the beam, it supports +45 blocks. 5) Same as 1, but all wood. It supports 11 additional blocks, regardless direction. Result as expected (weight 16·5=80, capacity 2·40=80). 6) Same as 1, but with a wall (no holes below metal). It supports 40 additional blocks, regardless direction. Result as expected (weight 40·5=200, capacity 5·40=200). Actual result: Structural integrity depends of the orientation Expected result: 1) Structural integrity should not be controlled by orientation. 2) A beam should not have more structural capacity than a wall. Link to comment Share on other sites More sharing options...
Hazeknight Posted March 10, 2019 Share Posted March 10, 2019 If you logout with encumbrance penalty, the next login you must empty your inv to where you do not have enc penalty, and then reconnect. When playing on a server, reproduction: 1. Logout with full inventory (enc penalty) 2. login, empty your inventory (empty to where you should not have enc penalty) 3. notice encumbrance error occurs 4. reconnect and encumbrance error is gone because of step 2 Link to comment Share on other sites More sharing options...
Merida Posted March 10, 2019 Share Posted March 10, 2019 Summary: Upgrade path on Flagstone arch Version: 17.2 b27 Platform: (PC) OS/Version: Windows Game mode: Single 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 on For some reason, I can't upgrade the flagstone arch block. Other blocks seems fine. Can anyone test this? Link to comment Share on other sites More sharing options...
cowboyjones Posted March 10, 2019 Share Posted March 10, 2019 Summary: upon crash vehicals became frozen to anyone. Version 17.1 stable and 17.2 stable Platform: (pc) Os/Version:Windows Game mode: Pve Dedicated server? Did you wipe old saves? no Did you start a new game? no Did you validate your files? yes Are you using any mods? no EAC on member in our group has been locked out of two motorcycles in 17.1 and a 4x4 in 17.2 after being kicked back to desk top. Upon relog no one can interact with his vehicles. We have even dug under them and they float in the air, as pictured below. Link to comment Share on other sites More sharing options...
PurgatoryWolf Posted March 11, 2019 Share Posted March 11, 2019 Summary: Horde Night Sound plays on 7th day, with random bloodmoon setting. Version: 17.2 Game mode: MP Dedi Client RWG Did you wipe old saves? y Did you start a new game? y Did you validate your files? y Are you using any mods? CPM - For server management only EAC on or off ? on Status: NEW Bug Description: With random bloodmoon setting turned on, the bloodmoon night music/sound effect still plays on 7*days, even tho it's no longer bloodmoon night. *************************************** (edit added comment by QA Tester-unholyjoe) verified and reported thanks *************************************** Link to comment Share on other sites More sharing options...
PurgatoryWolf Posted March 11, 2019 Share Posted March 11, 2019 Summary: upon crash vehicals became frozen to anyone. Version 17.1 stable and 17.2 stable Platform: (pc) Os/Version:Windows Game mode: Pve Dedicated server? Did you wipe old saves? no Did you start a new game? no Did you validate your files? yes Are you using any mods? no EAC on member in our group has been locked out of two motorcycles in 17.1 and a 4x4 in 17.2 after being kicked back to desk top. Upon relog no one can interact with his vehicles. We have even dug under them and they float in the air, as pictured below.[ATTACH=CONFIG]27946[/ATTACH][ATTACH=CONFIG]27947[/ATTACH][ATTACH=CONFIG]27948[/ATTACH] Anytime we had something like this happen on our servers (prior to 17.2, so far we haven't had this problem with a fresh map), we would have an admin teleport the vehicle, and it would be accessible again. I take it back, we've recently had this happen a few times. The teleport worked almost every time. (so far only once hasn't worked) Link to comment Share on other sites More sharing options...
Chad.thome Posted March 11, 2019 Share Posted March 11, 2019 Every 7 Days plays Red Moon sound even if it isnt adjusted red night Summary: (Music Plays Every Red 7th Night even if it isnt Red Moon with adjuster) Version: A17 b27 Platform: (PC) OS/Version: Windows 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 on Status: NEW Bug Description: Red Moon music plays even if adjusted red night isnt a 7th night Reproduce steps: Blood Moon Frequency adjustment of 7 Blood Moon Frequency adjustment of 7 days to add a possible 0 to 7 days for new random blood moon night. Regardless of which new night the red moon comes on, every 7th night it plays the blood moon music. *************************************** (edit added comment by QA Tester-unholyjoe) known issue and already reported Thanks *************************************** Link to comment Share on other sites More sharing options...
Chad.thome Posted March 11, 2019 Share Posted March 11, 2019 Summary: (Killed by Zombies, hunger at 65 (stamina) rebirth persists with same hunger meter) Version: A17 b27 Platform: (PC) OS/Version: Windows 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 on Status: NEW Bug Description: Killed by Zombies, hunger at 65 (stamina) rebirth persists with same hunger meter Reproduce steps: Any amount of hunger less than 100 stamina when you die via zombies and re spawn, your,meter does not go back to 100 *************************************** (edit added comment by QA Tester-unholyjoe) my test on getting killed while stamina is low does come back to 99% when i respawn... i showed this twice on the video. your stamina will not go back to 100% it will/suppose to go to 99% (i cant explain why but maybe a dev will explain). you specified your stamina was low and on respawn it was still low. are you using any found in game mod items or have any perks. you did not specify any info as level of character... in game mods used (i/we need more info please) thanks *************************************** Link to comment Share on other sites More sharing options...
Chad.thome Posted March 11, 2019 Share Posted March 11, 2019 Summary: (Climb ladder to tight space attic (2 squares tall) close hatch lid while standing on it causes player to be wedged into roof and non mobile) Version: A17 b27 Platform: (PC) OS/Version: Windows 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 on Status: NEW Bug Description: Climb ladder to tight space attic, place hatch lid on ladder top, close hatch lid while standing on hatch causes player to be wedged into roof and non mobile Reproduce steps: Climb ladder with hatch capping the top of ladder while standing on hatch lid wedges player into roof. Only way out is to bust roof holding you. *************************************** (edit added comment by QA Tester-unholyjoe) verified and reported thanks *************************************** Link to comment Share on other sites More sharing options...
zootal Posted March 11, 2019 Share Posted March 11, 2019 Summary: Insta-complete queue in concrete mixer Version: A17.2 B27 Platform: (PC or Mac) PC OS/Version: Windows 7 Ultimate Game mode, mp host/mp client/sp /client on dedi (RWG or NAV) RWG mp client Did you wipe old saves? (yes/No) No Did you start a new game? (Yes/No) No Did you validate your files? (Yes/No) Yes Are you using any mods? (yes/No) No EAC on or off ? Off Status: NEW Bug Description: Accidentally found out how to insta-complete concrete mixer crafting Reproduce steps: Queued up several stacks, in my case I had ~200 concrete mix left in 3 mixers each. Queued another 999 twice in each mixer. Had cement left over and decided to re-balance the load and cancelled the first order in each queue and distributed what I had left between all mixers. When I opened each mixer a few seconds later (probably after the first item in the next stack had been made) all mixers had completed all stacks, ~2.5k in each mixer. Haven't tested yet if that works in other queues. Update: Ok, verified that this works for workbenches too: Queued 5 iron spikes and then 50 iron spikes. Cancelled the order of 5. Closed workbench. Waited until craft time for one spike had passed, opened workbench, all 50 spikes completed. This also works with the forge. This does *not* work when crafting stuff in your personal inventory. If you want to cheat-craft something fast, just use a workbench instead of your personal inventory. Link to comment Share on other sites More sharing options...
Lonestarcanuck Posted March 11, 2019 Share Posted March 11, 2019 The Silencer should NOT reduce dmg, if anything it should be a slight increase with a noise reduction. my son is a Military Armorer and lots of data supports this. in the old days a silencer used a rubber wipe to reduce noise and that did reduce accuracy and velocity but that is not the case with modern silencers https://www.thetruthaboutguns.com/2012/05/foghorn/ask-foghorn-does-a-silencer-effect-the-velocity-of-the-bullet/ Link to comment Share on other sites More sharing options...
Numberz Posted March 12, 2019 Share Posted March 12, 2019 Perhaps this is known and part of the overall RWG / terrain generation overhaul but I couldn't find a specific reference... Summary: Trees, resource rocks, cacti and possibly other terrain decorations are not being processed in sub-biomes when terrain is generated Version: A17.2 b27 Platform: PC OS/Version: Windows 7 Pro x64 Game mode: Single player (Navezgane and RWG) 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 Status: NEW Bug Description: Whenever the terrain is being generated for a new map, whether it is NAV or RWG, subbiomes with tree, cacti, resource rock decorations and possibly others are not being processed as part of the subbiome. (Some subbiome decorations such as grasses are being placed) These (missing) types of decorations are only being processed as part of the main biome decoration pass. These decorations are, in fact, overlaying into the subbiomes as well. Reproduce steps: Generate any new map RWG or NAV. Inspect areas of subbiomes to discover missing decorations. Actual result: several decorations (trees, resource rocks, cacti) are not being placed into the terrain subbiomes. Main biome decorations are also overlaying into all subbiome areas Expected result: subbiomes generating with the decorations defined within the subbiome definitions. Link to comment Share on other sites More sharing options...
Chad.thome Posted March 12, 2019 Share Posted March 12, 2019 Here is the link to the video, hope it helps. *************************************** (edit added comment by QA Tester-unholyjoe) as per your original report... verified and reported thanks video helped *************************************** Link to comment Share on other sites More sharing options...
cowboyjones Posted March 12, 2019 Share Posted March 12, 2019 Anytime we had something like this happen on our servers (prior to 17.2, so far we haven't had this problem with a fresh map), we would have an admin teleport the vehicle, and it would be accessible again. unknown if he knows how to teleport vehicle, if he doesn't how would he do this? and thank you PurgatoryWolf and thank you all in advanced Link to comment Share on other sites More sharing options...
dcsobral Posted March 13, 2019 Share Posted March 13, 2019 Summary: Salvage Operations Speed Description is Incorrect Version: 17.2 Platform: PC OS/Version: Windows Game mode, sp NAV Did you wipe old saves? No Did you start a new game? Yes Did you validate your files? Yes Are you using any mods? No EAC on or off ? off Status: NEW Bug Description: Salvage Operations descriptions says it increases speed from 20% to 100%, but it actually increases from 10% to 50%. Reproduce steps: Press F1 to open the console, then type dbs This will open a panel in game for you to type the bug in. once done click ok there will then be a SCREENSHOTS folder in the main 7 days folder. 1) Start a new game, get a wrench 2) Increase Salvage Operations to 5 3) Check wrench stats (using Modify) Actual result: Wrench does 27 modified damage Expected result: Wrench does 36 modified damage Link to comment Share on other sites More sharing options...
dcsobral Posted March 13, 2019 Share Posted March 13, 2019 Bug Description: Whenever the terrain is being generated for a new map, whether it is NAV or RWG, subbiomes with tree, cacti, resource rock decorations and possibly others are not being processed as part of the subbiome. (Some subbiome decorations such as grasses are being placed) These (missing) types of decorations are only being processed as part of the main biome decoration pass. These decorations are, in fact, overlaying into the subbiomes as well. I'm curious, how are you checking what subbiome you are at? Link to comment Share on other sites More sharing options...
Numberz Posted March 14, 2019 Share Posted March 14, 2019 I'm curious, how are you checking what subbiome you are at? The grasses and small decorations do get populated, so you can usually tell based on that. Also, you could swap out the surface terrain in the subbiome and it will have a different map colour. You can tell the larger decorations are only done in a separate pass because sometimes a decoration will get placed into a subbiome even though it is not listed in the subbiome decoration list. I’ve even seen a tree and a dead shrub occupy the same voxel space when this happens. My guess is that it is because the larger decorations may need distant terrain considerations. Link to comment Share on other sites More sharing options...
dcsobral Posted March 14, 2019 Share Posted March 14, 2019 Summary: No buying price is shown when item cannot be sold to trader Version: 17.2 (but present at least since alpha 16) Platform: PC OS/Version: Windows Game mode, all Did you wipe old saves? No Did you start a new game? Yes Did you validate your files? Yes Are you using any mods? Yes (bug conditions not present unmodded) EAC on or off ? off Status: NEW Bug Description: If the property "SellableToTrader" is "false", no price will be shown for the item while *buying* that item from the trader. Individual item prices are still shown, but total buy price for selected quantity is not. This cannot be reproduced in vanilla because none of the items sold by trader has that property. Reproduce steps: Press F1 to open the console, then type dbs This will open a panel in game for you to type the bug in. once done click ok there will then be a SCREENSHOTS folder in the main 7 days folder. 1) 2) 3) Actual result: (description of what is occurring) Expected result: (what you expect to occur) Link to comment Share on other sites More sharing options...
Dweller Posted March 14, 2019 Share Posted March 14, 2019 Summary: Perception 6, Hammer & Forge 3, No Workbench) Version: 17.2 Platform: PC OS/Version: Windows Game mode Solo RWG Did you wipe old saves? Yes Did you start a new game? Yes Did you validate your files? No Are you using any mods? No EAC on or off ? No Status: NEW Bug Description: cant access workbench w/ perception 6 and H/F 3 Reproduce steps: waited till rezsick was gone.. still nothing, logged out/in still nothing Press F1 to open the console, then type dbs This will open a panel in game for you to type the bug in. once done click ok there will then be a SCREENSHOTS folder in the main 7 days folder. 1) https://steamcommunity.com/profiles/76561198122123185/screenshot/1005898314626629199 2) https://steamcommunity.com/profiles/76561198122123185/screenshot/1005898314626629535 3) https://steamcommunity.com/profiles/76561198122123185/screenshot/1005898314626629800 Actual result: Failing Expected result: make a workbench... Link to comment Share on other sites More sharing options...
smcguane Posted March 14, 2019 Share Posted March 14, 2019 Summary: Dynamite does not have any effect in a land claim area. Version: 17.2 Platform: PC OS/Version: Windows Game mode, Multiplayer tested only. Did you wipe old saves? Yes Did you start a new game? Yes Did you validate your files? Yes Are you using any mods? Yes (bug conditions not present unmodded) EAC on or off ? on Status: NEW Bug Description: Dynamite has no effect within a land claim area. Reproduce steps: 1) Move to area on the map not land claim protected - throw dynamite on ground and ground blows up 2) Place land claim down next to blown up area. 3) Throw dynamite on ground after land claim has been placed, has no damage effect after it explodes. Link to comment Share on other sites More sharing options...
PurgatoryWolf Posted March 14, 2019 Share Posted March 14, 2019 unknown if he knows how to teleport vehicle, if he doesn't how would he do this? and thank you PurgatoryWolf and thank you all in advanced Oh I'm sorry. You cannot currently teleport non-player entities without a mod like CPM or BM. (i don't know why, wish TFP would add this into the base game.) These two mods are purely server management tools, nothing a player would need to install. Link to comment Share on other sites More sharing options...
Devrix Posted March 14, 2019 Share Posted March 14, 2019 Quest Spawned Entities Killed by Buffs Fail to Reward Kills Summary: Quest Spawned Entities Killed by Buffs Fail to Reward Kills Version: 17.2 (b27) Platform: PC OS/Version: Windows Game mode: SP, NAV (occurs on all) 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 on or off ? ON Status: NEW Bug Description: Quests/Challenges involving the killing of entities spawned by that quest/challenge do not count any kills by "Buff". This bug occurs with all buff kills. In the screenshot, the Molotov Cocktail is used to produce the example. Added second example using Torch (torch fire buff). Reproduce steps: Start any quest/challenge requiring the killing of entities spawned by that quest/challenge then subdue the entities using any damage Buff weapon/item (Molotov Cocktail is straightforward). Actual result: Buff Kills are not counted toward Quest Entity Kill Counter, resulting in failed/impossible to complete quests/challenges using any kind of damage Buff. Expected result: The ability for a player to kill a quest spawned entity by any means they prefer, unless specifically required otherwise by that quest. Link to comment Share on other sites More sharing options...
FA_Q2 Posted March 15, 2019 Share Posted March 15, 2019 Summary: Perception 6, Hammer & Forge 3, No Workbench) Version: 17.2 Platform: PC OS/Version: Windows Game mode Solo RWG Did you wipe old saves? Yes Did you start a new game? Yes Did you validate your files? No Are you using any mods? No EAC on or off ? No Status: NEW Bug Description: cant access workbench w/ perception 6 and H/F 3 Reproduce steps: waited till rezsick was gone.. still nothing, logged out/in still nothing Press F1 to open the console, then type dbs This will open a panel in game for you to type the bug in. once done click ok there will then be a SCREENSHOTS folder in the main 7 days folder. 1) https://steamcommunity.com/profiles/76561198122123185/screenshot/1005898314626629199 2) https://steamcommunity.com/profiles/76561198122123185/screenshot/1005898314626629535 3) https://steamcommunity.com/profiles/76561198122123185/screenshot/1005898314626629800 Actual result: Failing Expected result: make a workbench... HF 3 states that you can make those items AT a workbench - not that you can make a workbench. in order to craft a work bench you need Advanced Engineering - your second picture indicates you are missing this perk. Link to comment Share on other sites More sharing options...
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