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Morceaux

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Everything posted by Morceaux

  1. We can adapt to changes, we are happy to help with tests and report issues, but just being caught by surprise wears down everyone. Modders and server runners got completely blindsided by it. This entire situation could be avoided with more concern about backwards compatibility, a feature toggle. We got nothing, again, just a "deal with it". I understand TiS, like every company, has limited resources and can't cover all the bases and it's ultimately your decision but you might agree with me that this was an unnecessary blow. Sometimes, strategy is deciding what we are NOT going to do. And it seems that modders and server runners are frequently in the list of what TiS decide to not care about. I don't mean to keep nagging at it but this change doesn't even persist across relogs. And it works for a few seconds upon login. A half-baked feature breaking mods without giving us a chance to test. I swear, since patch 41.71 I DREAD every patch TiS releases.
  2. Much appreciated, Enigma. Yes I can confirm it has been broken since the release of 41.78.12, timeline is about right - 2/3 weeks.
  3. Just confirmed this is affecting RADIOS in-game as well rendering them useless. This is Vanilla functionality. Enigma, is this a security issue too?
  4. As bknht said. Crippling backwards compatibility on a minor patch is understandable if you are done with build 41, but since there is a new patch coming, could you please consider putting this behind a feature toggle at least?
  5. Thanks for your answer - just to confirm then, the previous implementation would enable an exploit?
  6. Apparently this is related to issues with VOIP in-game as well. This "proximity" changes on the code (players must meet ingame) doesn't seem to be working well. I don't understand what devs wanted to accomplish with that, but at least it could persist the "players have met" info across logins, but not even that.
  7. Update: right after relogging in it works for a bit, then it's gone again. This issue only affects non-admin players.
  8. Since patch 41.78.12. Patch 41.78.13 didn't fix it. Mods requiring a list of players online on client side are broken. Please advise if this is acknowledged, if there are workarounds or will be hotfixed? Thanks!
  9. This is definitely going to help admins looking into the logs to track things down. +1 for this issue to be escalated, please.
  10. This problem seems to be a potential deal-breaker for many servers and MP community overall. It can be consistently reproduced with 10 players, set decay for 24 hours ingame, summon and kill 400 zombies, and have them doing mundane activities like cooking, reading, reloading weapons, crafting while the corpses decay. If anyone from TiS would like to use our environment to test please let me know, I'll be happy to arrange it.
  11. Thanks EnigmaGrey. Our map is .68 as well, we're in 1998 ingame now with ~40 players. No java mods. We could reset parts of the map if that helps (deleting map_xxx_yyy.bin) over time asking players to move their safehouses around, if it's tied to the map.
  12. Hey RedTab, we're looking for an answer too. This is affecting our server as well, we are hoping the devs will put a null check on that call to `getHumanVisual`.
  13. Same. This problem has been plaguing our server. Could devs add a null check for getHumanVisual() before calling zombieRotStage? Thanks! (this was mentioned in PZ discord as well)
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