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SonicSonedit

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  1. Confirm, this one stove stops working after being moved, bug was present since early versions
  2. As breaking crucial mods, you can ask server owner to lock on 41.68 legacy version (via beta tab) until he is ready to migrate to newer versions of the game. As the rest of your message - yes, a lot of mechanics, like sleeping do not really work in Multiplayer. Same goes for vehicles in active PVP server, the game is just not designed to support live economy as it now. Since me & friends play PVE co-op, I don't really care about that, we don't even have loot respawn, but I do agree with your points. As of dismantle/salvage cars, there is a well known mod https://steamcommunity.com/sharedfiles/filedetails/?id=2289429759 but yeah its weird that you can't dimantle cars just like wrecks on vanilla. I really don't think that supporting PVP servers live economy will have higher priority than new animal system
  3. Have same problem after migrating from 68 to 71 with some big map mods. My only guess is that conversion of some chunks failed for some reason. Can this be because some locations which waere used by mod in 68 were changed in 71?
  4. I'm not a modder, but most loggers like Log4Net / Serilog usually add classname before logging message. Can we have an option to enable this too? There are some debug messages spam and I want to know which mod does this
  5. Small correction to reproduction steps: 2) Player must leave the chunk where attached trailer is
  6. No, I don't think so. You are correct, some mods like heavy trucks with truck semi-trailers indeed do that. But cars in video above are not really much different from vanilla trailer + vanilla pickup. Will do.
  7. As a coder myself I clearly understand why these cases can cause issues. Still, server-side vehicle control somehow used to smoothen out the experience so far, with such issues only surfacing quite rarely. Now this is a common occurance. Also, just wondering what you use to sync vehicles for other clients when one is broadcasting? Do you use ping+timestamp based linear interpolation to calculate other player vehicle movement while broadcasting moving vehicle info? Thank you very much!! Please also consider testing a "Chevalier Step Van x Chevalier Step Van car wreck event" I clearly seen it clipping on debug server. I will record it if I will encounter it again. In the meantime, I hope you don't mind if I will drop car abnormal behaivor recordings in my own bug thread https://theindiestone.com/forums/index.php?/topic/54233-4171-car-handling-is-wacky-after-update-heavy-cars-can-barely-drive-especially-the-ones-from-mods/ Let me know if you find that excessive and I will stop posting videos. I will also try to put them in single post to avoid thread bumping.
  8. This can possibly related to change that when multiple 3d objects are placed on tile, they are rended as texture snapshot instead of 3d object This greatly improved performance for our warehouse where we stockpiled over 1000 planks - we had like 10 fps before, now we have around 40
  9. This may be intended, since splitting the food (like pouring soup in bowls) will actually decrease it's overall effectiveness
  10. 15 sec video - before update, something like this never happen at low speed. Now every turn while towing a trailer is a tokyo drift meme
  11. Sorry. I was heated a bit after his comment on matter. I should have posted after cooling my head off, sorry for coming off rude No, I'm not related to OP in a any way. We do not play same server. As of my server, I host dedicated private server on my personal machine with I7-5820k, with 16gm ram (if I understood startserver64.bat correctly), server and OS (and therefore save data) are on SSD Samsung 860 EVO 1TB. The average ping of people playing is 50, no packet loss (we tested it). The chunk load problems very rately occured before, now they occur quite often for client if they drive fast enough, especially if their FPS is low (which happens on Maldro highway for example due to a large amount of zombies on screen). They are not just floaty, tire friction now drops substantially while turning while towing, it did drop before, but not to such degree. As you can see in the video, van basically looses all of it's friction while turning and towing another van, this did not happen before update (video is vanilla no mods) https://youtu.be/13DP6FFvDVE?t=28 This tire friction loss also causes car not gaining enough speed/pushing power to even push away a few zeds https://www.youtube.com/watch?v=qjbm6L6YC9U For some reason, Heavy/Large vehicles are affected by this much more than regular ones. As of reports, yes, I myself surprised that so few report were made. Maybe most people don't take vehicle handling to extreme as we do. We oftenly maneuver through large hordes of zombies (spawn mutiplayer 3.0, 6 months in save) with cars that are not tanks, but rather regular vanilla-like vehicles, so changes of vehicle handling are very noticeable and can result in death easily. Please try reproducing these bugs in video. You will see this indeed happens. P.S. Does client also take control of neutral cars (e.g. wrecks)? If car wrecks were clipping they start flipping out when you approach them while driving a car. This did not happen before update either. This mostly affects mod cars since they can spawn clipping wrecks due to large car size, but can also be reproduced in vanilla with Chevalier Step Van, if two Step Vans spawn in samw wreck with a certain angle and become clipped into each other.
  12. You literally made it client-side and as a programmer you should understand the difference and implications. Even worse, driving is not affected by framerate. Which can also cause issue mentioned above. Well, neither OP or our team had any issues before vehicles became client-side. I don't even know what did you intend to fix with it, because de-sync collision happen just like before. Which is worse now, wrecks can now behave abnormally when client approaches them, including randomly flipping right in front of you because they were clipping and causing a crash. This happened at fresh 47.71 save no mods, Louseville road bridge just past Westpoint. You can deny claiming that you "changed nothing about vehicles" but in reality you changed a lot with switching local vehicles control to client. It kinda works for zeds, but for vehicles its a total trainwreck.
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