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Alpha 20.4 Stable


Hated

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7 minutes ago, Gamida said:

Speaking of server list. I would really like it if they added a filter for ping. Would eliminate a lot of those chinese servers with pings in the very high hundreds and I wouldn't mind just finding some servers that I would have a lower ping on.

like a friend said to me the other day 

norush04/26/2022unknown.png.c5175e4d9e8e43814fd3537369284c60.png

Presenting.. the north american server list
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South America: less of these, but still half the servers have asian names. And a random EU one at the bottom.

- One thing I noticed is that those out of place servers all have "ServerKit(NAIWAZI.COM)" on their language description, both the Asian and the EU ones.

- None of the servers showed a ping the first time it listed, checked the 3 pages. This is not how it used to work, where a few servers wouldnt show ping but most would.

- After like a minute or two servers started showing pings, all very high as you can see. Join the server and the ingame ping is actually much lower.

This happened before, just stating for all purposes.

 

 

ss-7dserverlist.png

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On 4/25/2022 at 6:17 PM, kdthehun said:

There you done it! Officially messed the game up for a whole load of people! Moving the Mods folder was THE greatest lamest stupidest thing to do. You don't realize that MOST people don't have much space on drive C:\ . Especially for Modpacks that are 2-9 GB in size. Yes there ARE modpacks that are that huge. The other thing is, what now we have to go and mess about with the folders there every time we want to play a different modpack? You know, some of us are playing a different modpack every several hours a day or different one every other day of the week. So we had 1-2 Terrabyte space on secondary drives, but barely 15GB on drive c:\ and windows and stuff need 10+ GB free or it starts freaking out because Microsoft, so now you come along and mess with the delicate balance some of us have to juggle with. You know some of us had up to 8 different copies of the game on secondary drive each with a different set of Mods/Modpacks/Mods in the making and now all that going to be f-ed with. You do realize that MANY people buy your game because of the great Modding support it had till now and you just tossed the mother of all wrenches into those delicate clockwork? Also, the server searching thing you guys made sux. BIG time! This update first felt like a late April's Fool's joke. But then I realized you are not Blizzard... No, you guys are seriously think that this is something good.... THIS is the update that SHOULD NOT have been. I'm sure you'll see many many many many more comments like this... Some may be worded more nicely, some may not be worded as nicely. But there will be plenty more from loads of people.... I would hate to leave this game. I have nearly 5500 hours in this game. I have spent many many hours creating modlets for this game. I have genuine love for this game.... I would really hate to loose it because you felt like moving the Mods folder out of the game folder was a good idea..... You are cutting off support for mods....

Then dont mod an alpha state game, lol. You knew and they tell you that it wont stay the same and there will be potentially major changes.

Edited by Crater Creator
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Sooooo, for years now we've played together, just the man and I.  We have played for hours and hours, the man has 10,000 hours of game play!  Thanks to the latest "patch", we can no longer play together.  It's done, over with.  If he allows his server to show, he gets an error as I'm about to join, and the server stops allowing me to log in.  If he doesn't allow his game to show (we're literally sitting in the same room while we play), I USUALLY log in via private IP.  I get to join his game for about a minute, and that same error message pops up this time on my game, and I can longer open anything, or hear my own footsteps, and eventually the game crashes me out.  So what are we patching here?  The ability to play LAN games has been obliterated, was that one of the intentions, because that is one of the items that the "patch" has accomplished.

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1 hour ago, Cember said:

Sooooo, for years now we've played together, just the man and I.  We have played for hours and hours, the man has 10,000 hours of game play!  Thanks to the latest "patch", we can no longer play together.  It's done, over with.  If he allows his server to show, he gets an error as I'm about to join, and the server stops allowing me to log in.  If he doesn't allow his game to show (we're literally sitting in the same room while we play), I USUALLY log in via private IP.  I get to join his game for about a minute, and that same error message pops up this time on my game, and I can longer open anything, or hear my own footsteps, and eventually the game crashes me out.  So what are we patching here?  The ability to play LAN games has been obliterated, was that one of the intentions, because that is one of the items that the "patch" has accomplished.

Write about this bug in support subcategory ok? they will try to help about that

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The intent is to release a game with PvE co-op to support up to 8 players.  There is no intent to take away multiplayer.  With that in mind, the latest development update has its issues.  If you are having issues, then simply downgrade to 20.3 prior to the recent patch until they can get fixes out there.

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On 4/30/2022 at 4:19 PM, Matt115 said:

Well.. there was worst updated - it was if i good remember 16.X = my friends had so strange bugs XD

Omg ground zombies - I completely forgot ... also did you ever encounter upside down zombies or ceiling walkers? a16.X

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1 hour ago, P3rf3ctVZer0 said:

Omg ground zombies - I completely forgot ... also did you ever encounter upside down zombies or ceiling walkers? a16.X

i don't remember but my friend fall few time undermap, one time 1 radomly die by no reason ( max hp +- 80% water and food not too cold not to warm) , strange bug about riding  bike etc XD

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1 hour ago, Matt115 said:

i don't remember but my friend fall few time undermap, one time 1 radomly die by no reason ( max hp +- 80% water and food not too cold not to warm) , strange bug about riding  bike etc XD

Ah yes chunks that no longer exist for whatever reason XD

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On 4/25/2022 at 1:47 PM, Hated said:

Hello everyone!

While the majority of the team is heavy at work on Alpha 21, we are excited to give you A20.4 b42 stable today!

 

Server owners will need to add/modify these 2 new properties in the serverconfig.xml. These filters will help players find your server.
 

<property name="Region"  value="NorthAmericaEast" />
Values must be one of the following:
NorthAmericaEast, NorthAmericaWest, CentralAmerica, SouthAmerica, Europe, Russia, Asia, MiddleEast, Africa, Oceania

<property name="Language" value="English" />
Values: Use any language name that your players would expect to search for. Should be the English name of the language, e.g. not "Deutsch" but "German". This is a filter name only and DOES NOT SET the language for players.

 

 If no region is entered on the server end, you will not be able to find the server.

 

For everyone who played EXP:

There is no change between b41 and b42, we just had to adjust the buildnumber.

 

A20.4 b42 changelog:

 

Added 

  • Language selection under Video > UI. Defaults to the platform's language (on Steam the language that is selected in Steam for the game, otherwise the host system's language)
  • EOS P2P networking for cross platform P2P games
  • Destroy area attacks partial blocks it moves into 
  • AI ApproachAndAttackTarget decreases path update rate at farther distances 
  • Path generation canceling on a new path request 
  • Cr console command u, utimed and ue parameters 
     

Changed 

  • Launcher on Windows now stores log files in %APPDATA%/7DaysToDie/logs folder
  • Screenshots are stored in <UserDataFolder>/Screenshots (i.e. the folder that also stores saves, e.g. on Windows %APPDATA%/7DaysToDie/Screenshots) 
  • Mods are now loaded from <UserDataFolder>/Mods (i.e. the folder that also stores saves, e.g. on Windows %APPDATA%/7DaysToDie/Mods) in addition to <game folder>/Mods. In a future build this will change to only load from that new location so no data is written/changed in the program folder at any time. 
  • Reduced sleeper volume attack target time 
  • Changed SkyManager to explicitly set shadowCustomResolution for the moon and sun lights based on the ingame "Shadow Distance" setting: 1k for Low/Medium, 2k for High, and 4k for Ultra/Ultra+. This gives more consistent results in terms of performance and fidelity when changing the setting, regardless of the user's output screen resolution. 
  • MacOS builds target x86_64 only for now until third party code supports M1 you can still run the game on M1 Macs with Rosetta, but you no longer manually have to enable it 
  • Reduced achievement goals for: Dying, PvP kills, game stage, and staying alive 
  • Favorite and history servers are now stored independently of Steam 
  • Removed display name from non-lootable produce baskets 
  • Improved path generation state switching and aborting 
  • Optimised SpeedTree shaders by multicompiling a version without FadeOut behaviour and automatically swapping to it whenever the FadeOut value is set to 1 (fully opaque). 

 

Fixed 

  • Giving the same command line argument to the dedi multiple times causes exception but no startup abort 
  • Errors in dedi config does not cause the server to immediately shut down after the errors are logged 
  • Client side NRE spam after kicking a player with ESC menu open 
  • Opening the map on a controller attempts to open On Screen Keyboard 
  • Vulture sleepers flapping when spawned 
  • Cases of falling into ground if chunk colliders reallocated during baking 
  • Rare invisible chunk colliders if changed and cleared during baking 
  • Drone's light doesn't affect player stealth 
  • Junk drone dye not applying to all tint parts 
  • Drone dye displays differently between clients and hosts  Dedi and P2P issues 
  • Only the first Drone Cargo Mod can be added by drag and drop 
  • Ranged actions doing tool belt notifies more than once per execute 
  • Sporadically vehicles can reload underground and get moved (IsChunkAreaCollidersLoaded check) 
  • Silly votes and actions conflict with each other. 
  • Activating quest marker at POI can reset adjacent POI 
  • Robotic turrets stop working when placed higher than where the player is standing 
  • Removed Unity Screen Selector option from game launcher as Unity does no longer support this 
  • 2 wheeled vehicles are very good at climbing vertical walls 
  • Zombie pathing/digging can fail/struggle when the player is too far underground 
  • Fixed shadow clipping bug in the SpeedTree8 shader by implementing Unity's SHADOW_CASTER macros to correctly handle shadow pancaking. 
  • Server list not updating the table when new data for an existing entry comes in 
  • Changing server list sorting did not apply until filters are changed or a new server shown 
  • Resetting filters in the server browser causes any filter fields that are min/max input only (like game days) to fail 
  • Playing doctor achievement triggers without proper requirements 
  • Billboard shapes had inconsistent harvest events 
  • Players can be damaged and rag dolled by vehicles on log in 
  • Treasure chest appears in the same spot as previously looted treasure chest. 
  • Occasional NullRef's when decapitating wolves, mountain lions and deer as client on dedicated server 
  • Typo with some repair lists using forged iron could not be repaired 

 

You gotta be kidding me.. there is NO reason we should have to edit or have server location crap, ppl can see if there ping is high, and think wow that 200 ping server must be far away, and as for default language.. really? as for lowering achieve's.. WHY? and as for moving the mods folder.. that makes 0 sense, but ok.. but now to the main issue's.. if your gonna do these kinda UPDATES as it where, how about screen shoting how the new file's are to be placed specificly, not every one is C++ coder graduate, would it hurt to do a screen shot of where it is by defualt? sure for those self hosting thats not an issue i GUESS? but those who are paying for a dedicated server, and do NOT have this kinda exp in coding, most of us could figure it out IF we had some thing to.. i dunno.. work as a guide? F12 and post, not that bad,  but heres one for your crew, how about fixing the the BUGS in the game AS a update.. the disapearing objects, tree's cut to 0 but wont fall, ect ect. i have over 7k hours in this game.. and tbh? im about to not touch this game again. if your wanting this to go gold, you gotta fix the currnet bugs, before adding more content and adding more issue's. but this so called "update" is total crap and makes 0 sense. i mean alot you guys ahve done HAS been awsome, but there are alot of us.. waiting.. for you guys (specialy now you have hired more ppl) to fix the bugs. come on.. and our server has been down now for 2 weeks.. ran like butter before, till this.. wonderful (que sarcasm) update. 

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On 4/25/2022 at 11:47 AM, Hated said:

Launcher on Windows now stores log files in %APPDATA%/7DaysToDie/logs folder

Is there a command line option to set the log folder? "-logfile" sets the log file itself, not just the folder. If I create a shortcut passing "-userdatafolder" it doesn't create a log file anywhere that I can see -- certainly not on the userdata folder.

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4 hours ago, Skirrner said:

 

You gotta be kidding me.. there is NO reason we should have to edit or have server location crap, ppl can see if there ping is high, and think wow that 200 ping server must be far away, and as for default language.. really? as for lowering achieve's.. WHY? and as for moving the mods folder.. that makes 0 sense, but ok.. but now to the main issue's.. if your gonna do these kinda UPDATES as it where, how about screen shoting how the new file's are to be placed specificly, not every one is C++ coder graduate, would it hurt to do a screen shot of where it is by defualt? sure for those self hosting thats not an issue i GUESS? but those who are paying for a dedicated server, and do NOT have this kinda exp in coding, most of us could figure it out IF we had some thing to.. i dunno.. work as a guide? F12 and post, not that bad,  but heres one for your crew, how about fixing the the BUGS in the game AS a update.. the disapearing objects, tree's cut to 0 but wont fall, ect ect. i have over 7k hours in this game.. and tbh? im about to not touch this game again. if your wanting this to go gold, you gotta fix the currnet bugs, before adding more content and adding more issue's. but this so called "update" is total crap and makes 0 sense. i mean alot you guys ahve done HAS been awsome, but there are alot of us.. waiting.. for you guys (specialy now you have hired more ppl) to fix the bugs. come on.. and our server has been down now for 2 weeks.. ran like butter before, till this.. wonderful (que sarcasm) update. 

 

You could go back to 20.3 and play the game while you wait for fixes.

 

By the way, even in 20.4 you don't need to move the Mods folder. Just leave it where it is.

 

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On 4/29/2022 at 11:12 AM, Matt115 said:

Not rly - in morrowind period mods were not such popular (excpet unoffical patches). Yep it was a success but ... well zombie in cod was a joke at first not something considering as important part of game. Skyrim was good game not because they talk about mods but because it tes - oblivion looks goofy but it's good rpg too. So mods in skyrim are like rocket jumping in quake - devs don't expect that

  Morrowind mods were popular,  You forget that the internet was not as big as it is when Skyrim dropped.

I spent a full month understanding mods and installing a selection of mods that changed everything in Morrowind. 

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23 minutes ago, minisith said:

  Morrowind mods were popular,  You forget that the internet was not as big as it is when Skyrim dropped.

I spent a full month understanding mods and installing a selection of mods that changed everything in Morrowind. 

Were popular but not such popular as Lore - people was spending a lot of time on talking about lore, what happend during war near red mountain  etc. Gothic mods are popular too but people more care about lore and story. 

Like star wars  Jedi outcast was base of good game but was important for story in EU. This same thing with stalker - stalker have tons of mods but offical story was more important for most time for community

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19 hours ago, meganoth said:

 

You could go back to 20.3 and play the game while you wait for fixes.

 

By the way, even in 20.4 you don't need to move the Mods folder. Just leave it where it is.

 

iwe could, but that dont change the fact they need to fix crap not add more crap to fix.

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23 hours ago, Skirrner said:

iwe could, but that dont change the fact they need to fix crap not add more crap to fix.

 

They have been working on fixes while adding planned content and making changes.  It's not a binary choice.

 

The great thing TFP has been doing is giving us the option of going back to previous versions if we have issues with the latest version

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16 minutes ago, SleepShot said:

Ever sense this update no one can talk in proximity and can only vc  if in a party or allied. 

That is in the patch notes…..voice chat is only with allies, proximity chat was removed. If you want to talk with all players on the server, you will need to use steam chat, Discord or some other voip program.

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