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SonicSonedit

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Everything posted by SonicSonedit

  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.
  13. I don't have this problem even on heavy modded server. Maybe carrots were spoiled? You can't use spoiled food as bait
  14. Chunk load issues while driving a car surely got worse after last update Not sure if it's an anticheat issues or vehicle is being client-side and maybe therefore chunks load with a ping equal to client's ping, causing this issues while having high ping or moving too fast in a vehicle You can test it yourself in your test server using app like LagSwitch to set ping to 100-200 and you will surely experience the chunk load issues while in moving vehicle Was happening way less often before last udpate
  15. The problem is not even the full growth time, the problem is how annoying it is to chop down a new sapling every damn morning in your yard. And we don't even have a big yeard - we use a well known house east of Westpoint, you know its yard is not even big. The rest of errosion is fine - roads, houses, vines, I can agree with the rest, but trees grow like its a damn grass or something Thats actually pretty cool idea! Actually you should destroy vegetation if you ride same road often enough. I think something like "if vehicle rides over tile every day for a week, vegetation is destroyed" would be nice addition. Absolutely.
  16. Currently there is a noticeable problem that even with reduced corrosion rate we get 1-3 new trees almost every day during summer. Can you please add a separate option to reduce new trees spawning speed? Chopping the down daily is tiring, and axes aren't limitless resources too (well you can scavenge, but its even more work to get rid of these pest from your yard)
  17. I really think small objects like moust traps, radios, lamps, TVs, microwaves should all be passable. This would be both good for players and fix the pathfinding exploit which lets you do stuff like this: Maybe the shouldn't be tiles at all and should be 3d objects instead, just like cassete is interactable and working by being just placed on ground as 3d object
  18. Is this related to m16 rapid-fire staggering bug? Thanks for update guys!
  19. Hey! You can read about weight loss/gain in Zomboid here https://pzwiki.net/wiki/Nutrition Basically each food has its own fat/carbons amount which is not related to hunger, and if you want to loose weight you should keep starvation lvl2 on your character and only eat grass (like berries/wine leafs) when you reach starvation lvl3, which I did Cheers! @EnigmaGrey I believe I would loose 1 kg / 4-7 days or so in 41.65-41.66 by eating low calorie food, but on 41.68 something happened and we were loosing 1kg only once a month or so. Dedicated private server, 2 irl hours = 1 in-game day, sleep disabled, several saves 41.68 and 41.71
  20. Can confirm, not sure if this is a bug or intended mechanic. Weight loos acts very weird in multiplayer. Even in 46.68 with 2ilr h = 1 game day we lost 1kg per month while eating nothing but basically grass and starving our characters. We had sleep disabled, so maybe it affected weight loss somehow. Weight gain works fine, you can still gain 2kg/day if eat properly.
  21. Can confirm: this bug is easily reproduced if you try to stack military crates vertically against north wall I don't think its related to them being picked up from higher location since this happens even if you spawn them via admin menu or craft it by using mods like this one https://steamcommunity.com/sharedfiles/filedetails/?id=515555911
  22. • 46.71 • Multiplayer • Dedicated private server • Can be reproduced without any mods; breaks many of vehicles from mods with mass over 1500kg; also breaks most cars with engine power over 650 • Can be reproduced on new 41.71 save; Originally detected on save from 41.68 Hello! After latest update many cars (both from mods and Vanilla) have A LOT of problems with towing and accleration. For example, when towing a trailer your car can come to a full stop for no reason. This never happened before. This happened to: - Vanilla elite sport car (580 hp) towing a vanilla pickup (~1300 kg) - W900 Truck (650 hp) towing its trailer (~1700 kg) - HMVWW (420 hp, very high torsion) towing another HMVWW (~1500 kg) All of these happened on asphalt wihtout any objects stuck under whells of towing car. The car would just stop, until you move back a bit (reverse gas) and then you will start moving forward again. This happens even without any mods on vanilla. Which is even worse, we just got swarmed by horde because HMVWW got stuck after hitting 4 zombies while trying to manuever through said zombie horde (~100-150 zeds), which NEVER happened before update, given it's mass and torsion! As requested by Discord admin Spiffo, I recorded some videos. I could easily reproduce "stuck by 4 zombies" with any heavy vehicle (weight 1500+): https://www.youtube.com/watch?v=qjbm6L6YC9U While towing, it feels that you loose about 80% friction while turning while driving heavy vehicles, and they effecitively stop: https://youtu.be/13DP6FFvDVE It also appears that friction became extremely low on anything but asphalt, include player-crafted floor. Here is Dash Elite (elite car) come to a full stop while towing a pickup and just barely touches grass: https://youtu.be/Rwnc8jXQXUs These are videos depicting the problem even without any mods. Now, lets move to some popular vehicle mods. Take HMMWV for exmaple https://steamcommunity.com/sharedfiles/filedetails/?id=2642541073 - this is a #10 top rated all time mod in all categories, and #1 top rated mod in vehicles. This is deserved, given how much effort author put into mod - design, 3d model, animations, customization, and most importantly - both spawn balance and usability balance - its all there for this mod. You can add it to vanilla without breaking your game experience. So, before update HMMWV could easily run over 10-20 zombies. It would loose some speed, but would quickly recover it. Now, it comes to a full stop just like the Van from first video. Not just that! HMMWV can't even tow another HMMWV! This is ridiculous at this point. Same goes for semit-truck mods like W900 and Petyarbuilt 379 The behaivor described above was present even before update to some degree, yes. But it was never affecting vehicle handling as it does now! Overall it looks like after this update either tire friction calculation is broken, especially when turning, or car weight now affects car acceleration much stronger in a negative way - in both cases, heavy cars are basically broken, especially the ones from mods. Edit: Actually this may be caused by the change that Vehicles physics are now client-side, since this mostly happens on unstable FPS. And having 200+ zeds on screen is not a rare occurance in long runs, so FPS affecting Vehicle handling is a serious issue. Still, for some reason, heavy machines are affected much more than the light ones. Logs: logs_22-05.zip
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