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RobertJohnson

RELEASED: IWBUMS Build 38.15

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9 hours ago, Batsphinx said:

What traits did you take in? I want to eliminate it being a trait bug - as people have mentioned Eagle Eye and tired character awareness etc.

When I visited the mall my character was quite well rested (I slept on a chair at the Abandoned airstrip and then walked most of the way to the Crossroads Mall).

This happened on the second and third visit in the Mall. On the first one zombies were already in the stores. One more thing is that zombies cleared outside the Mall did not respawn and on the second and third run there I just found some groups that migrated to its proximity (if I'm correct about the 72 hour survival respawn this was correct).

I will try to reach the Mall once again, however I will need to probably start a new game to do this. It wrill be very hard in curent one. Zombies are to near to my safehouse and btw. love the migration settings. I thought I was safe holed up in the house by the lake, but I'm not.

 

As for my perks:

 

- High Thirst

- Slow Healer

- Thin-Skinned

- Smoker

- Hemophobic

- Weak Stomach

- Slow Reader

 

- Wakeful

- Brave

- Lucky

- Eagle Eyed

- Fast Learner

- Organised

- Athletic

- Strong

 

My bad. I just checked Survival mode settings and it is 16 hours if area unseen and 72 hours cell respawn - don't know what exactly these options affect.

Did some further digging and found devs explaining what a chunk is, then following the path found out what a cell is. Respawning system became clear.

Edited by Vintrius

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On 16/7/2017 at 5:29 AM, RobertJohnson said:

About new view and bugs: it's IWBUMS guys, it will contains weird bug and such, it can't be always perfect on the first try :D if we add a button to toggle it, people will just turn it off whie it's bugged and we'll never have report on it...

 

@junglistjim: You can't wash your shoes as they don't really become dirty, i could add it, but i found shoes were ok to not be dirty, thanks for the wash all bug, will take a look :)

@Ronarch: In SP? Can you provide a screenshot so i can see the area? Also, it always bug, like even, if you reboot the game?

 

Hi, i had the problem in the COOP (Vehicles branch), i don't know if is still there, i haven't played the game becouse of it (the flies)

 

EDIT: and i reported some really big bugs of the coop, that's also the reason why i haven't been playing

Edited by Maxi605

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Audio stops playing randomly. It goes on and off sporadically. Doesn't seem to happen when i'm standing still.

EDIT: Only seems to happen near my base.
 

Edited by Patrick H

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Anyone else notice the lights are being weird?

 

I'll go to sleep with the lights on, wake up and all the lights/lamps have turned themselves off. Also, if I go out looting and leave a light on for when I return. Come back a few ingame hours later, the lights have turned off.

 

I'm playing on Mac but am at work at the moment so can't post specs or anything until later.

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Is this a good place to post suggestions regarding mechanics in this IWBUMS? I was just thinking that since we have a new system for washing clothes, where you need actual soap, shouldn't the same recipe be used for washing dirty bandages and rags? It would make sense since you probably wouldn't be able to was bandages so easily with just water.

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From 38.4 to 38.5 the game crashes in 64 bit version, on intel graphics only.

 

this is the err file content:

 

#
# A fatal error has been detected by the Java Runtime Environment:
#
#  EXCEPTION_ACCESS_VIOLATION (0xc0000005) at pc=0x00000000033f9fc6, pid=4616, tid=0x0000000000001134
#
# JRE version: Java(TM) SE Runtime Environment (8.0_121-b13) (build 1.8.0_121-b13)
# Java VM: Java HotSpot(TM) 64-Bit Server VM (25.121-b13 mixed mode windows-amd64 compressed oops)
# Problematic frame:
# J 5870 C2 zombie.core.SpriteRenderer$RingBuffer.add(Lzombie/core/textures/TextureDraw;Lzombie/core/textures/TextureDraw;Lzombie/core/Styles/Style;F)V (981 bytes) @ 0x00000000033f9fc6 [0x00000000033f9cc0+0x306]
#
# Failed to write core dump. Minidumps are not enabled by default on client versions of Windows
#
# If you would like to submit a bug report, please visit:
#   http://bugreport.java.com/bugreport/crash.jsp
#

---------------  T H R E A D  ---------------

Current thread (0x0000000056fc8800):  JavaThread "Render Thread" daemon [_thread_in_Java, id=4404, stack(0x00000000a9e60000,0x00000000a9f60000)]

siginfo: ExceptionCode=0xc0000005, writing address 0x000000000eb1b000

Registers:
RAX=0x00000000c35bf888, RBX=0x00000000c6d4bb68, RCX=0x0000000000000001, RDX=0x000000000eb1b000
RSP=0x00000000a9f5ee30, RBP=0x0000000014339b40, RSI=0x0000000000000000, RDI=0x0000000000000000
R8 =0x000000000eb1b000, R9 =0x00000000f31fc250, R10=0x0000000000000004, R11=0x000000000eb1b000
R12=0x0000000000000000, R13=0x0000000000000000, R14=0x0000000000000000, R15=0x0000000056fc8800
RIP=0x00000000033f9fc6, EFLAGS=0x0000000000010206

Top of Stack: (sp=0x00000000a9f5ee30)
0x00000000a9f5ee30:   00000000ec61ceb8 00000000c16698a0
0x00000000a9f5ee40:   00000000c009e710 0000000056fc8800
0x00000000a9f5ee50:   00000000c35bf828 00000000c35bf828
0x00000000a9f5ee60:   00000000c6ba6208 0000000000004000
0x00000000a9f5ee70:   00000000d25c6788 0000000056fc8800
0x00000000a9f5ee80:   0000000054a315fa 00000000678dd54a
0x00000000a9f5ee90:   000000005c2c0ef0 0000000067757170
0x00000000a9f5eea0:   00000000a9f5f218 0000000056fc8800
0x00000000a9f5eeb0:   00000000c6d4bbe8 00000000039e7bf8
0x00000000a9f5eec0:   3f80000000000000 0000000000000345
0x00000000a9f5eed0:   0000000010f90000 00000000021f5e22
0x00000000a9f5eee0:   0000000000000001 00000000000000c3
0x00000000a9f5eef0:   00000000a9f5ef68 00000000021d8331
0x00000000a9f5ef00:   00000000a9f5ef68 00000000021d8331
0x00000000a9f5ef10:   00000000c6d4bbe8 0000000000000009
0x00000000a9f5ef20:   0000000000000000 00000000a9f5ef18 

Instructions: (pc=0x00000000033f9fc6)
0x00000000033f9fa6:   c1 79 6e db 4d 63 c3 41 ff c3 41 8b cb c4 c1 f9
0x00000000033f9fb6:   7e c9 45 89 59 18 49 c1 e0 02 4c 03 c2 4d 8b d8
0x00000000033f9fc6:   c4 c1 7a 11 33 c4 c1 79 7e eb 45 8b 5b 0c 45 85
0x00000000033f9fd6:   db 0f 86 44 0d 00 00 c4 c1 79 7e e8 45 0f bf 40 


Register to memory mapping:

RAX=0x00000000c35bf888 is an oop
[S 
 - klass: {type array short}
 - length: 4
RBX=0x00000000c6d4bb68 is an oop
zombie.core.SpriteRenderer$RingBuffer$StateRun 
 - klass: 'zombie/core/SpriteRenderer$RingBuffer$StateRun'
RCX=0x0000000000000001 is an unknown value
RDX=0x000000000eb1b000 is an unknown value
RSP=0x00000000a9f5ee30 is pointing into the stack for thread: 0x0000000056fc8800
RBP=0x0000000014339b40 is pointing into metadata
RSI=0x0000000000000000 is an unknown value
RDI=0x0000000000000000 is an unknown value
R8 =0x000000000eb1b000 is an unknown value
R9 =0x00000000f31fc250 is an oop
java.nio.DirectFloatBufferU 
 - klass: 'java/nio/DirectFloatBufferU'
R10=0x0000000000000004 is an unknown value
R11=0x000000000eb1b000 is an unknown value
R12=0x0000000000000000 is an unknown value
R13=0x0000000000000000 is an unknown value
R14=0x0000000000000000 is an unknown value
R15=0x0000000056fc8800 is a thread


Stack: [0x00000000a9e60000,0x00000000a9f60000],  sp=0x00000000a9f5ee30,  free space=1019k
Native frames: (J=compiled Java code, j=interpreted, Vv=VM code, C=native code)
C  0x00000000033f9fc6
 

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Do graves dissapear after a while ? In my game I've dug a ton of them, and I'm running out of space around my safehouse, between those and my crops... Would be nice if they did dissapear, else it would just be simpler to build a firecamp and burn corpses over them (or using gasoline), as it saves much more space...

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1 hour ago, EvaN said:

Do graves dissapear after a while ? In my game I've dug a ton of them, and I'm running out of space around my safehouse, between those and my crops... Would be nice if they did dissapear, else it would just be simpler to build a firecamp and burn corpses over them (or using gasoline), as it saves much more space...

Hope they don't dissappear... So people who want to create massive cemeteries are free to do so and people who prefer to burn them all can burn them all

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9 hours ago, Reid said:

Hope they don't dissappear... So people who want to create massive cemeteries are free to do so and people who prefer to burn them all can burn them all

Ah yes, I suppose some people would like to keep graves intact :P Maybe add an option to remove them manually then ? Or maybe make it so only un-decorated graves dissapear over time... Or maybe just keep it like that and burn corpses to save space :D But the smoke would pollute the air ! Think about the planet, and your children !

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On 24/7/2017 at 11:44 AM, OffitMan said:

Anyone else notice the lights are being weird?

 

I'll go to sleep with the lights on, wake up and all the lights/lamps have turned themselves off. Also, if I go out looting and leave a light on for when I return. Come back a few ingame hours later, the lights have turned off.

 

Yes, no street lights also.

 

I think it's annoying but...bearable.

The fact you can't see your character behind a wall or under a roof sometimes, well, that makes it unplayable for me instead.

Don't mind bugs, I expect them being there in IWBUMS, found some in the past, it's ok, game was still ok as a whole, but this one is, as I said, a bit too much.

Edited by Marco1

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On 27.07.2017 at 9:42 PM, EvaN said:

Do graves dissapear after a while ? In my game I've dug a ton of them, and I'm running out of space around my safehouse, between those and my crops... Would be nice if they did dissapear, else it would just be simpler to build a firecamp and burn corpses over them (or using gasoline), as it saves much more space...

Also,about burning corpses - devs still don't nerf it and ability to bury zombies is a little useless

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Given how easy it is to burn corpses, I think there should be something like a multiplicative time factor for how long it takes to burn corpses. The more bodies you have in a pile, the longer it should take to burn them. I think it'd be great to add a weight component too, so that you can only place so many bodies in one place. Then again, that would take away from making "giant mounds" of corpses to burn, but...

 

I agree DramaSetter, there needs to be a change to the way burning corpses works. As it is right now, I can stack two hundred corpses on the same exact campfire and toss a few shoes on the fire, start it up and voila, five seconds later those two hundred corpses are no more!

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18 minutes ago, Patrick H said:

I don't know if this is an intended feature, but ever since november (ingame date) i can't seem to get anything from foraging but stones/wood.


It is, foraging is season dependent.

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Re: corpses:

Would be cool if

1. More bodies=longer to burn  and

2. Burning bodies count as double against your health. I refer here to the negative health modifier you receive for being near dead bodies. On that note,

3. Not sure if this has already changed, but this negative effect from bodies should not damage player health, as was the case; this should induce stages of nausea (or similar) instead.

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1 hour ago, trombonaught said:

Re: corpses:

Would be cool if

1. More bodies=longer to burn  and

2. Burning bodies count as double against your health. I refer here to the negative health modifier you receive for being near dead bodies. On that note,

3. Not sure if this has already changed, but this negative effect from bodies should not damage player health, as was the case; this should induce stages of nausea (or similar) instead.

Agreed. This mechanic need to be balanced. Also more gasoline consume for burning bodies.

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@RobertJohnson or someone with some insight into the inner workings of PZ Could you give some insight into how the corpse sickness and flies operate currently? I kind of have no idea how to report what I'm getting because what I get is too random to get any kind of accurate report.

Edit: Note: it would really be nice if IWBUMS testers got more info than raw "This added, that fixed" some technical info would really help.
 

Edited by Svarog

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On 30/07/2017 at 0:13 PM, DramaSetter said:

Also,about burning corpses - devs still don't nerf it [...]

 

Hopefully for those who have thounsands of corpses to clean :P

 

Quote

I agree DramaSetter, there needs to be a change to the way burning corpses works. As it is right now, I can stack two hundred corpses on the same exact campfire and toss a few shoes on the fire, start it up and voila, five seconds later those two hundred corpses are no more!

 

Make corpses unable to burn outside of the campfire ; make them needed to be put inside and give it a burning timer (like a progression bar as any cooked thing) ; a corpse is 10 unit of encumbrance, and firecamp can get 50 i thk (5 corpses so, like graves). So, it's fair.

 

Other option is the possibility to dig mass graves (4x4 tiles), longer to create and max exhaustion, for more than five corpses (count more or less 25 ?).

Edited by agreubill

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Beginning parts doesn't broadcast All TV/radio station (LBMW. WBLN. Knoxtalk...) at All scenario.
I suggest time or date start earlier than now (AM:??).
 
 
 
edit: Scenario mode: Initial Infection only.
n.thumb.png.0f982cb17571a2cdd436c041ec38023c.png
 
Edited by alicia_praesepe

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5 hours ago, alicia_praesepe said:
Beginning parts doesn't broadcast All TV/radio station (LBMW. WBLN. Knoxtalk...) at All scenario.
I suggest time or date start earlier than now (AM:??).
n.thumb.png.0f982cb17571a2cdd436c041ec38023c.png
 

 

Radio and TV stations have four 'time slots' every day - is it possible that you're listening at a time of day that's missed the 'early morning' time slot? 

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