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2797 The Ultimate Question!
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1. Which is better: pancakes or waffles?
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WAFFLES
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Speaking of repairs, I'd suggest doing something similar to car repairs. Instead of sorting parts for each individual weapon, sort them by class, like cars (sports, trucks, standard) for weapons—for example, parts for rifles, pistols, and shotguns. I think this would fit the spirit of the game and wouldn't be too complicated or easy. The rifle in the picture is just for illustration purposes (the AK is the only weapon I've ever taken apart)))
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By Brudluron McBriddlBraddl · Posted
Finally, I would like to close my participation in reporting Build 42 issues. Over the past weeks I have spent a significant amount of time reproducing problems, creating clean vanilla test cases, comparing behaviour across saves, collecting logs, analysing save data, and providing detailed reports with as much technical information as I could gather. As a software developer myself, I understand that not every report can receive an immediate reply. However, after nearly four weeks without any acknowledgement or feedback on these reports, I no longer feel that continuing to invest this amount of time into further investigation is worthwhile. For that reason I will stop producing additional bug reports or performing further debugging and testing for Build 42 under these circumstances. I will most likely return to Build 41.x in the near future, where I can continue playing instead of spending most of my time reproducing and documenting issues. I genuinely hope the information I have already provided proves useful in the future, even if no immediate response is possible. Thank you. -
By Brudluron McBriddlBraddl · Posted
Additional findings (Build 42.19, Vanilla, no mods): I can now consistently reproduce another issue that appears to be related to a long-running session. Observed behaviour: Fresh game start: no freezes. After approximately 60 minutes of real-time gameplay, periodic micro-freezes begin. Freeze interval remains very consistent at every 7–9 seconds. Each freeze lasts approximately 0.2–0.5 seconds. The freezes are easiest to observe while: driving a vehicle, scrolling the map, moving continuously. They remain constant once they start. When exiting the game after these freezes have been occurring, the game eventually runs out of Java heap memory. Relevant log excerpts: java.lang.OutOfMemoryError: Java heap space at Core.TakeScreenshot() at SavefileThumbnail.createWithRenderShader() followed by: java.lang.OutOfMemoryError: Java heap space at GlobalModData.save() at GameWindow.save() at GameWindow.exit() This suggests that the Java heap has already been exhausted before the game shutdown sequence finishes. The failure is not limited to thumbnail generation; it also occurs while saving GlobalModData. This behaviour has now been observed multiple times with the same pattern: normal gameplay, periodic freezes begin after a longer session, game exit eventually throws OutOfMemoryError. The save itself still loads afterwards, but the shutdown process is clearly failing because of heap exhaustion. -
it plays the animations on the character but the zed is stationary and flops to the ground after the animation is over. wont go to the other side. :c
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If a tweak was made for "realism" in game, they screwed up the numbers. IRL, if a person is in freezing water, then sure, hypothermia can kill them within 15-45min - but on land it takes several hours. Given that in vanilla characters can not swim, we can skip over the first one, and focus on the latter. I witnessed this on a server recently. It took less than 10 in-game minutes for the character to die once hypothermia started chipping off their health. The first four ticks were a small amount, then the amount appears to have doubled, then doubled again. The process took a total of 17 seconds IRL from full health to death. This makes zero sense. If the character had been submerged in water (impossible in vanilla, but for arguments sake we'll pretend it's possible) this would still be too fast in even the worse case scenario. But the player was (obviously) not submerged in water, and was (of course) on dry land. The temperature was 15.7f (-9c) as there was a high wind chill, but this was not in a blizzard, or any kind of storm - it was just simply a cold winter morning (8.40am) The character was maybe 20 tiles away from a vehicle, and fell short of reaching it by 4 tiles, when hypothermia killed them. If the health drop had remained consistent from the onset, they would have easily survived to reach the vehicle, and probably still had half their health left - plenty of time to start the engine and crank up the heater. Hypothermia is clearly bugged in the current build. This can not be intentional to keep ramping up the damage erratically like this, it is most likely a calculation error.
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