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Thread: Alpha 17.1 B9 Stable bug reporting thread

  1. #31
    Community Moderator Red Eagle LXIX's Avatar
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    Unhappy OptionsFieldOfViewNew not read or applied except from Console Command Line w/Code

    Summary: OptionsFieldOfViewNew not being read or applied except from Console Command Line
    Version: Alpha 17.1b9
    Platform: PC
    OS/Version: Windows 7 64bit
    Game mode: 64bit Windows Client

    Did you wipe old saves? (yes/No): Yes (complete and total wipe all files, setting, registry)
    Did you start a new game? (Yes/No): Yes
    Did you validate your files? (Yes/No): Yes (complete and total wipe all files, setting, registry)
    Are you using any mods? (yes/No): No
    EAC on or off ?: Off

    Status: Existing, Originally reported in Alpha 17.0 b221 Experimental. ADDED: code responsible from 17.1b9

    Bug Description: OptionsFieldOfViewNew is not being applied as expected and only changes when using Console Command of 'sg OptionsFieldOfViewNew 90'

    Reproduce steps:

    1) Edit Useroptions.ini changing OptionsFieldOfView and OptionsFieldOfViewNew to 90
    2) Start game
    3) Press F1
    4) Type 'getoptions' without quotes and hit enter
    5) start a game with rights to issue sg command in game (SP, server admin, etc)
    6) issue command 'sg OptionFieldOfViewNew <value>' multiple times with different values and watch the FOV change

    Actual result: OptionsFieldOfViewNew remains at default of 65 (OptionsFieldOfView correctly shows as 90, but that is not used in game anymore for FOV).

    Expected result: OptionsFieldOfViewNew should be 90 as set in the UserOptions.ini per the following posts: https://7daystodie.com/forums/showth...l=1#post901417
    https://7daystodie.com/forums/showth...l=1#post901436

    Checking the code reveals UserOptions.ini is not accessing the Preference 'OptionsFieldOfViewNew' in code -- HOWEVER, 'OptionsFieldOfViewNew' is the one being applied to the Camera:
    Spoiler: 
    UserOptions INI access - does not have OptionsFieldOfViewNew:
    Code:
    public GamePrefs()
    {
        this.UserIniOptions = new List<string> { 
            "OptionsAmbientVolumeLevel", "OptionsMusicVolumeLevel", "OptionsMicVolumeLevel", "OptionsVoiceVolumeLevel", "OptionsOverallAudioVolumeLevel", "OptionsVoiceChatEnabled", "OptionsWaterQuality", "OptionsSSAO", "OptionsViewDistance", "OptionsShadowDistance", "OptionsResolution", "OptionsVsync", "OptionsAA", "OptionsLODDistance", "OptionsFieldOfView", "OptionsTextureQuality", 
            "OptionsReflectionQuality", "OptionsReflectionRefreshRate", "OptionsReflectionCullList", "OptionsReflectionFarClip", "OptionsReflectionShadowDistance", "OptionsReflectionBounces", "OptionsReflectionTimeSlicingMode", "OptionsReflectionRefreshMode", "OptionsTreeQuality", "OptionsGrassDistance", "OptionsMotionBlur", "OptionsGraphicsQuality", "OptionsSunShafts", "OptionsDOF", "OptionsReflectedShadows", "OptionsHudSize", 
            "OptionsHudOpacity", "OptionsShowCrosshair", "OptionsShowCompass", "OptionsBackgroundGlobalOpacity", "OptionsForegroundGlobalOpacity", "OptionsGamma", "OptionsWaterParticleLimiter", "OptionsUMATextureQuality", "OptionsMouseSensitivity", "OptionsInvertMouse", "OptionsAllowController", "OptionsTempCelsius", "OptionsInterfaceSensitivity", "OptionsControllerVibration"
         };
        this.OldUserOptions = new List<EnumGamePrefs> { 8, 0x6a, 0x72, 0x73, 0x74 };
        this.propertyValues = new object[0xa4];
    }[/noparse]
    Here it applies the option to the camera and note it uses OptionsFieldOfViewNew:
    Code:
    public static void ApplyCameraOptions(EntityPlayerLocal _playerLocal = null)
    {
        Camera[] componentsInChildren;
        bool @bool = GamePrefs.GetBool(EnumGamePrefs.OptionsBloom);
        bool flag2 = GamePrefs.GetBool(EnumGamePrefs.OptionsSSAO);
        int @int = GamePrefs.GetInt(EnumGamePrefs.OptionsAA);
        bool flag3 = GamePrefs.GetBool(EnumGamePrefs.OptionsSunShafts);
        bool flag4 = GamePrefs.GetBool(EnumGamePrefs.OptionsDOF);
        float num2 = 9.5f;
        switch (GamePrefs.GetInt(EnumGamePrefs.OptionsViewDistance))
        {
            case 8:
            case 9:
            case 10:
            case 11:
            case 12:
                num2 = 9.5f;
                break;
    
            default:
                num2 = 0f;
                break;
        }
        Shader.SetGlobalFloat("_MinDistantMip", num2);
        if (_playerLocal != null)
        {
            componentsInChildren = _playerLocal.GetComponentsInChildren<Camera>();
        }
        else
        {
            componentsInChildren = Camera.allCameras;
        }
        for (int i = 0; i < componentsInChildren.Length; i++)
        {
            if ((componentsInChildren[i].cullingMask & 0x1000) == 0)
            {
                Antialiasing component = componentsInChildren[i].GetComponent<Antialiasing>();
                if (component != null)
                {
                    component.enabled = @int > 0;
                    if (@int > 0)
                    {
                        component.mode = AAMode.FXAA2;
                    }
                }
                MonoBehaviour behaviour = componentsInChildren[i].GetComponent<Bloom>();
                if (behaviour != null)
                {
                    behaviour.enabled = true;
                }
                MonoBehaviour behaviour2 = componentsInChildren[i].GetComponent<ScreenSpaceAmbientOcclusion>();
                if (behaviour2 != null)
                {
                    behaviour2.enabled = flag2;
                }
                if (componentsInChildren[i].name != "WeaponCamera")
                {
                    MonoBehaviour behaviour3 = componentsInChildren[i].GetComponent<DepthOfField>();
                    if (behaviour3 != null)
                    {
                        behaviour3.enabled = flag4;
                    }
                }
                MonoBehaviour behaviour4 = componentsInChildren[i].GetComponent<SunShafts>();
                if (behaviour4 != null)
                {
                    behaviour4.enabled = flag3;
                }
                ImageEffectManager manager = componentsInChildren[i].GetComponent<ImageEffectManager>();
                if (manager != null)
                {
                    manager.enabled = true;
                    manager.DisableEffectGroup("Tonemapping");
                }
                componentsInChildren[i].allowHDR = GamePrefs.GetBool(EnumGamePrefs.OptionsDeferredLighting);
                int num5 = !GamePrefs.GetBool(EnumGamePrefs.DebugMenuEnabled) ? Constants.cDefaultCameraFieldOfView : GamePrefs.GetInt(EnumGamePrefs.OptionsFieldOfViewNew);
                if (componentsInChildren[i].transform.name != "WeaponCamera")
                {
                    componentsInChildren[i].fieldOfView = num5;
                }
                else
                {
                    componentsInChildren[i].fieldOfView = 45f;
                }
                if (componentsInChildren[i].transform.name != "WeaponCamera")
                {
                    componentsInChildren[i].renderingPath = RenderingPath.DeferredShading;
                }
                else
                {
                    componentsInChildren[i].renderingPath = RenderingPath.DeferredShading;
                }
                if (componentsInChildren[i].transform.name != "WeaponCamera")
                {
                    componentsInChildren[i].farClipPlane = 2000f;
                }
                else
                {
                    componentsInChildren[i].farClipPlane = 10f;
                }
            }
        }
    }
    Last edited by Red Eagle LXIX; 01-19-2019 at 11:00 PM.

  2. #32
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    Mechanic Bug XP-Share

    Summary: Multiplayer XP-Share not working on killing an enemy with fire (e.g. Molotov, Burning Shaft Mod)
    Spoiler: 

    Version: Alpha 17.1 b9 Stable (Also in Alpha 17 Stable)
    Platform: PC
    OS/Version: Windows
    Game mode: mp client RWG

    Did you wipe old saves? Yes
    Did you start a new game? Yes
    Did you validate your files? Yes
    Are you using any mods? No
    EAC ON

    Status: Since Alpha 17

    Bug Description: When killing an zombie with a molotov or let them burn down from the "burning shaft mod" the gained xp will not be shared with the party unlike "normal" zombie kills with any kind of weapon.

    Reproduce steps: Get into a party, get a zombie and kill it with a molotov.

    Actual result: Only the person who throws the molotov/sets the zombie on fire gets the XP for the kill not the other person in that party.

    Expected result: XP-Share like any other zombie kill.


    Thank you, verified and reported.
    -Hated
    Last edited by Hated; 01-31-2019 at 06:29 PM.

  3. #33
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    Summary: Retracting Stock gun mod has no effect
    Spoiler: 

    Version: 17.1 b9 (and all previous builds it would seem)
    Platform: PC
    OS/Version: Windows
    Game mode, SP

    Did you wipe old saves? yes (N/A)
    Did you start a new game? yes (N/A)
    Did you validate your files? yes (N/A)
    Are you using any mods? no (N/A)
    EAC on or off ? on (N/A)

    Status: NEW

    Bug Description: Retracting Stock gun mod has no actual effects, description states "Improves weapon handling while moving or firing from the hip because the weapon becomes more manageable in close quarters", but looking at the item_modifiers.xml there is nothing in the effect_group

    Reproduce steps: Start a game, get a lvl2+ gun, get retracting stock mod, insert, see no change in stats. exit game, open Notepad++ (or your chosen text editor) open the item_modifiers.xml file and search for "modGunRetractingStock", witness no code in the effect_group node.... optionally cry if you bought this mod from a trader


    Actual result: Retracting Stock mod has no effects:
    Code:
    	<item_modifier name="modGunRetractingStock" installable_tags="stock" modifier_tags="stocks" type="attachment">
    		<property name="Stacknumber" value="1"/>
    
    		<effect_group tiered="false">
    		</effect_group>
    		<property name="PickupJournalEntry" value="augmentGunsTip"/>
    	</item_modifier>
    Expected result: Retracting Stock mod should do as the description states, possibly using an effect like this or similar:
    Code:
    <passive_effect name="WeaponHandling" operation="perc_add" value="0.15" tags="walking"/>
    <passive_effect name="SpreadMultiplierWalking" operation="perc_add" value="-.2"/>


    Thank you, verified and reported, man i feel for you. :-|
    -Hated
    Last edited by Hated; 01-31-2019 at 06:32 PM.

  4. #34
    Colony Founder JayzenFreeze's Avatar
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    Exclamation

    Summary: pressure plate killing FPS
    Version:
    Platform: (PC)
    OS/Version: Windows
    Game mode, sp (NAV)

    Did you wipe old saves? (yes)
    Did you start a new game? (Yes)
    Did you validate your files? (Yes)
    Are you using any mods? (No)
    EAC off

    Status: NEW?

    Bug Description: I have ~55 FPS step on a pressure plate it drops to 9FPS

    Reproduce steps:

    place pressure plate even if not activating anything and my FPS drops and game locks up each time.

    1) place pressure plate
    2) step on plate walking
    3) see a big FPS spike character stops moving for a second

    Actual result: (place pressure plate even if not activating anything and my FPS drops and game locks up each time.)

    Expected result: (Walk over pressure plate and not experience massive FPS drop and character not freezing up for a second)

  5. #35
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    Summary: After dieing 5 Sec. encumbered, 5 Sec. not
    Version: 17.1 B9 Stable
    Platform: PC
    OS/Version: Windows 10 Pro
    Game mode: RWG-MP (5 Players) on G-Portal Server

    Did you wipe old saves? Complete Reinstall on server and clients
    Did you start a new game? Yes
    Did you validate your files? Complete Reinstall on server and clients
    Are you using any mods? No
    EAC: On

    Status: NEW again, has already been a bug in A 17.0 E

    Bug Description: After dieing, with empty backpack, every player on our server gets the encumbered debuff, 5 Sec. on, 5 Sec. off. Solving only by relogging.

    Relogging every time you die? Thats what you call stable? Really?

  6. #36
    Refugee McAlastair's Avatar
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    Summary: Hunger, Thirst and Stamina caps not working
    Version: 17.1
    Platform: PC
    OS/Version: Windows
    Game mode: RWG

    Did you wipe old saves? Yes
    Did you start a new game? Yes
    Did you validate your files? Yes
    Are you using any mods? No
    EAC on or off ? Yes

    Status: NEW

    Bug Description: You know how hunger affects the maximum stamina cap? Well, eating for some reason doesn't seem to be satisfying hunger. Tried eating everything I can but hunger isn't being satisfied and the stamina cap continues to drop. And the thirst mechanic isn't working either: hydration levels don't go down and thirst continues to rise well after 100%.

    Reproduce steps: Unsure. Started happening when I first installed Alpha 17.1 and played on a sorta new RWG map I started playing as soon as A17 came out. It was up to day 8 @ approx 9:00 with a day cycle of 120 minutes.

    Note: Forum member Exxodous is also experiencing the same issue.

  7. #37
    Tracker giKoN's Avatar
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    The amount of people spawning on other people's bedroll is impressive. BaseBnB.

  8. #38
    Survivor JohannFaulstich's Avatar
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    Summary: Desert Night Temperature
    Version: Alpha 17.1b9
    Platform: PC
    OS/Version: Windows
    Game mode, SP random world

    Did you wipe old saves? yes
    Did you start a new game? yes
    Did you validate your files? yes
    Are you using any mods? no
    EAC on or off ? yes

    Status: NEW

    Bug Description:

    I have main base in desert.
    At night the temperature feels like 120+ degrees Fahrenheit while naked.
    During the day it feels like 103 while naked.
    It seems like the expected day night desert temperature variation is backwards.
    From my experience with deserts, it gets surprisingly cold during the night and unbelievably hot during the day.

  9. #39
    Survivor JohannFaulstich's Avatar
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    This is from the weathersurvival.xml, if this is the correct xml file, perhaps the game does not consider if the sun is in the sky (or much of anything else)
    Spoiler: 


    <?xml version="1.0" encoding="UTF-8"?>

    <!-- Weather survival tuning values-->

    -<weathersurvival>

    <!-- Degrees per second in which heat the player generates from melee actions dissapates -->


    <property value="0" name="GeneratedHeatDecayRate"/>

    <!-- How much the player heats when doing melee actions that consume stamina. -->


    <property value="0" name="DegreesPerPointOfStaminaUsed"/>

    <!-- Maximum amount of heat that the player can generate from melee actions -->


    <property value="0" name="MaxGeneratedHeat"/>

    <!-- From 0-1 how much do you have to be surrounded before being considered "inside" -->


    <property value="0.15" name="EnclosureDetectionThreshold"/>

    <!-- How quickly in second it takes you to become fully soaked from rainfall -->


    <!-- If players core temp is below this value they will not dry off. -->


    <property value="0" name="DryTempCutoff"/>

    <!-- How much change you feel in the outside air temperature when you are 100% wet. -->


    <property value="0" name="OutsideTempChangeWhenInSun"/>

    <!-- How much 100% cloud cover can affect how much the sun warms you. -->


    <property value="0" name="OutsideTempChangeWhenInSunCloudScale"/>

    <!-- How much the temp changes when you run. -->


    <property value="0" name="OutsideTempShiftWhenRunning"/>

    <!-- How much the temp changes when you walk. -->


    <property value="0" name="OutsideTempShiftWhenWalking"/>

    <!-- How much the temp changes when you are idle. -->


    <property value="0" name="OutsideTempShiftWhenIdle"/>

    <TemperatureHeight addDegrees="0" height="0"/>

    </weathersurvival>
    Last edited by Hated; 01-31-2019 at 06:34 PM.

  10. #40
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    Summary: Flagstone Wedge Steep Corner Top - bug

    Spoiler: 

    Version: Alpha 17.1 b9 Stable
    Platform: PC
    OS/Version: Windows 10 64bit
    Game mode: any

    Did you wipe old saves? (yes/No): Yes
    Did you start a new game? (Yes/No): Yes
    Did you validate your files? (Yes/No): Yes
    Are you using any mods? (yes/No): No
    EAC on or off ?: Off

    Status: New

    Bug Description: Flagstone Wedge Steep Corner Top's can be used to make any other block Invisible and able to passtrough, while block still physically in the game.

    Reproduce steps:

    1) craft Cobblestone, Put Flagstone Wedge Steep Corner top on any Material Block with the bottom of the block, Wall, Floor , any building etc.
    2) Block becomes invisible and passtrough is now possible.(u can even walk inside walls and shoot and atttack from this position with ease)

    Actual result: Placing a Flagstone Wedge Steep Corner Top on any block with bottom of the block and it become invisible + able to passtrough.

    Expected result: Expect Flagstone Wedge Steep Corner Top to not make any block invisible + able to passtrough like a ghost.

    Gif : https://imgur.com/a/y9qYyXi


    ***************************************

    (edit added comment by QA Tester-unholyjoe)

    already reported and fixed for a future patch

    thanks

    ***************************************
    Last edited by unholyjoe; 01-27-2019 at 11:48 AM.

  11. #41
    Reconstructionist gpcstargate's Avatar
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    Summary: (SOUND)
    Version: A17.1 _ b9
    Platform: (PC)
    OS/Version: Windows
    Game mode, SP / RWG

    Did you wipe old saves? (No)
    Did you start a new game? No
    Did you validate your files? (Yes)
    Are you using any mods? (No)
    EAC ..off

    WE Know you increase the amount of noise that the player MAKES .. But it also transferred into the Volume of the Game … Sound NEEDS To Be adjusted.
    IF you turn up the volume Up .. So you can hear the Zeds .. Then You will blow out your Ears out with Player movements or wake up your neighbors

    Thank you … the Old Gamer ..

  12. #42
    Scavenger
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    Summary: starve and thirsty...the stamina does not rise
    Version: 17.1 B9
    Platform: PC
    OS/Version: Windows 10 Pro x64
    Game mode: mp client on dedi RWG (I am the owner of the server) and same bug in single player

    Did you wipe old saves? Yes
    Did you start a new game? Yes
    Did you validate your files? Yes
    Are you using any mods? No
    EAC on or off ? On

    Status: NEW

    Bug Description: everytime We (all in the server) try to eat but it does not improve our stats in ui but rise in stats (press B) and appears the indicator of hunger and thirst after a while we die.
    we lose stamina and do not regenerate even if you eat and drink a lot.
    It's impossible to play like this.

  13. #43
    Reconstructionist gpcstargate's Avatar
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    Alpha 17.1 b9 .. New start .. Windows 10 pro ..

    Don't think it is a Bug .. But it is an Issue ..
    1 .. New Maps .. RGW Still need to be worked on .. ( Not Mini-Bike friendly unless you wanted to die quickly )
    2 .. It was Nice to See ( 2 ) Traders .. BUT they are right next to each other .. and .. in the Bottom edge of map .. hopefully there is a way to fix that. ( If you go a bit to far in 2 direction .. you are in the Rad zone. )

    Deleting this map and will try another .. For me other than those couple issue's .. it looked a lot better.
    PS: And the Sound issue with Player (being overly Loud .. posted earlier)

    Thank you for a great game … the Old Gamer ..

  14. #44
    Survivor fluffyrizzo's Avatar
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    Summary: Unending NullReferenceException regarding dismemberment
    Spoiler: 

    Version: 17.1 b9
    Platform: PC
    OS/Version: Windows
    Game mode: SP RWG

    Did you wipe old saves? (yes/No) yes
    Did you start a new game? (Yes/No) yes
    Did you validate your files? (Yes/No) yes
    Are you using any mods? (yes/No) no
    EAC on or off ? off

    Status: NEW

    Bug Description:

    Reproduce steps: idk, I was killing things during bloodmoon

    Press F1 to open the console, then type dbs
    This will open a panel in game for you to type the bug in.
    once done click ok
    there will then be a SCREENSHOTS folder in the main 7 days folder.

    1)
    2)
    3)

    Actual result: unending error

    Expected result: game not to open F1 menu and become unplayable

    Output log:

    <script src="https://pastebin.com/embed_js/bkfhQ6B6"></script>

    Edit: Upon restarting game, nullreference is still occurring making this save unplayable.

    This is the initial error upon restart. Anyone know how I can fix it?

    NullReferenceException: Object reference not set to an instance of an object
    at Inventory.SetBareHandItem (.ItemValue _bareHandItemValue) [0x00000] in <filename unknown>:0
    at EntityAlive.ExecuteDismember (Boolean restoreState) [0x00000] in <filename unknown>:0
    at EntityAlive.ApplySpawnState () [0x00000] in <filename unknown>:0
    at EntityAlive.PostInit () [0x00000] in <filename unknown>:0
    at EntityEnemy.PostInit () [0x00000] in <filename unknown>:0
    at EntityFactory.CreateEntity (.EntityCreationData _ecd) [0x00000] in <filename unknown>:0
    at Chunk.OnLoad (.World _world) [0x00000] in <filename unknown>:0
    at World.updateChunkAddedRemovedCallbacks () [0x00000] in <filename unknown>:0
    at World.OnUpdateTick (Single _partialTicks, ArraySegment`1 _activeChunks) [0x00000] in <filename unknown>:0
    at GameManager.gmUpdate () [0x00000] in <filename unknown>:0
    at GameManager.Update () [0x00000] in <filename unknown>:0


    Thank you, this will be fixed in A17.2.
    -Hated
    Last edited by Hated; 01-31-2019 at 06:35 PM.

  15. #45
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    Quote Originally Posted by jetta View Post
    Summary: starve and thirsty...the stamina does not rise
    Version: 17.1 B9
    <snip>
    Did you start the map with 17.1B9 or with an earlier build? Anyway, this appears to be a known issue and the solution is explained in the patch notes. I'll save you some time: dying once should fix it

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