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The options for bandits not to destroy things may not work so good. Game forces them to destroy things anyway. This options work in single player much better tho.
Rv they will not spawn near rv. And I mean when you are inside.
if so then no other errors between the two? that'd be amazing
3 buddies and I decided to start an game with the insurgent mod. We set our spawn to the mall in Louisville. We installed the cryogenic mod so It's basically -60F outside all the time with constant snow and blizzards. We're playing it as if we are a paramilitary group that had an objective in Louisville that we accomplished, but because of this sudden ice-age like conditions, our extraction plans did not go so well. We received transmission that there is a new extraction planned but is all the way across the map in Raven Creek, and there are no cars available for us to use.
So the entire journey is by foot with bandits harrassing us pretty constantly. We never know what kind of bandit group we will run into or when. Horde Night mod, and decent amount of zombies but not too much. We have fatigue/sleep system enabled. YIKES. Our squad already has casualties before we are halfway through louisville. I died to hypothermia because my friend dead serious said "no you can't die dont worry it just leaves you at like 1 HP" lmao, WRONG. PILE ON THOSE LAYERS and rest by a campfire for a bit here and there.
2 friends logged out leaving us with only 2 squaddies in game. I basically have the bandits tuned for 4 people lol. So yea we had a "Left 4 Dead" type situation where we were in this store a bit too long greed looting ammo from other dead bandits and suddenly found ourselves overwhelmed by some military banditos who attacked us from two directions. I somehow survived but while stitching my wound some religious zealot cannibal dudes came at me and I couldn't put them down lmao. GG.
We are allowed respawns but we haven't quite figured out how we wanna do it, maybe a "ticket" system like a battlefield game where our squad can only take so many deaths before we "lose" the run. I wish there was a feature where we could spawn on top of eachother so we can replace losses faster. I suppose we could use a "Safehouse" as a checkpoint and have to back track to pick up new members joining.
---------------------------------------------------
Trying out the "Improved projectile" mod instead of "advanced trajectory realistic overhaul" Getting a bunch of error spams that includes some bandits stuff so I thought I'd throw it here. I rather like the improved projectile mod, it has some interesting features, smaller projectiles so more difficult shots,works better when standing in hallways or near walls, ammo counter on crosshair, etc... but if it's gonna fuss too much with my precious bandits mod i'll just go back to ATRO.
function: initCurrInfo -- file: ImprovedProjectile_02_init.lua line # 155 | MOD: Improved Projectile Z
Callframe at: setPrimaryHandItem
function: Banditize -- file: BanditUpdate.lua line # 146 | MOD: Bandits
function: OnBanditUpdate -- file: BanditUpdate.lua line # 1067 | MOD: Bandits
java.lang.RuntimeException: Object tried to call nil in initCurrInfo
at se.krka.kahlua.vm.KahluaUtil.fail(KahluaUtil.java:82)
at se.krka.kahlua.vm.KahluaThread.luaMainloop(KahluaThread.java:973)
at se.krka.kahlua.vm.KahluaThread.call(KahluaThread.java:163)
at se.krka.kahlua.vm.KahluaThread.pcall(KahluaThread.java:1980)
at se.krka.kahlua.vm.KahluaThread.pcallvoid(KahluaThread.java:1812)
at se.krka.kahlua.integration.LuaCaller.pcallvoid(LuaCaller.java:66)
at se.krka.kahlua.integration.LuaCaller.protectedCallVoid(LuaCaller.java:139)
at zombie.Lua.Event.trigger(Event.java:64)
at zombie.Lua.LuaEventManager.triggerEvent(LuaEventManager.java:134)
at zombie.characters.IsoGameCharacter.setPrimaryHandItem(IsoGameCharacter.java:2959)
at java.base/jdk.internal.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
at java.base/jdk.internal.reflect.NativeMethodAccessorImpl.invoke(Unknown Source)
at java.base/jdk.internal.reflect.DelegatingMethodAccessorImpl.invoke(Unknown Source)
at java.base/java.lang.reflect.Method.invoke(Unknown Source)
at se.krka.kahlua.integration.expose.caller.MethodCaller.call(MethodCaller.java:62)
at se.krka.kahlua.integration.expose.LuaJavaInvoker.call(LuaJavaInvoker.java:198)
at se.krka.kahlua.integration.expose.LuaJavaInvoker.call(LuaJavaInvoker.java:188)
at se.krka.kahlua.vm.KahluaThread.callJava(KahluaThread.java:182)
at se.krka.kahlua.vm.KahluaThread.luaMainloop(KahluaThread.java:1007)
at se.krka.kahlua.vm.KahluaThread.call(KahluaThread.java:163)
at se.krka.kahlua.vm.KahluaThread.pcall(KahluaThread.java:1980)
at se.krka.kahlua.vm.KahluaThread.pcallvoid(KahluaThread.java:1812)
at se.krka.kahlua.integration.LuaCaller.pcallvoid(LuaCaller.java:66)
at se.krka.kahlua.integration.LuaCaller.protectedCallVoid(LuaCaller.java:139)
at zombie.Lua.Event.trigger(Event.java:64)
at zombie.Lua.LuaEventManager.triggerEvent(LuaEventManager.java:92)
at zombie.characters.IsoZombie.updateInternal(IsoZombie.java:2342)
at zombie.util.lambda.Invokers$Params1$CallbackStackItem.run(Invokers.java:37)
at zombie.core.profiling.AbstractPerformanceProfileProbe.invokeAndMeasure(AbstractPerformanceProfileProbe.java:71)
at zombie.core.profiling.AbstractPerformanceProfileProbe.lambda$invokeAndMeasure$0(AbstractPerformanceProfileProbe.java:83)
at zombie.util.lambda.Stacks$Params3$CallbackStackItem.invoke(Stacks.java:230)
at zombie.util.lambda.Stacks$GenericStack.invokeAndRelease(Stacks.java:26)
at zombie.util.Lambda.capture(Lambda.java:130)
at zombie.core.profiling.AbstractPerformanceProfileProbe.invokeAndMeasure(AbstractPerformanceProfileProbe.java:81)
at zombie.characters.IsoZombie.update(IsoZombie.java:2219)
at zombie.MovingObjectUpdateSchedulerUpdateBucket.update(MovingObjectUpdateSchedulerUpdateBucket.java:79)
at zombie.MovingObjectUpdateScheduler.update(MovingObjectUpdateScheduler.java:159)
at zombie.iso.IsoCell.ProcessObjects(IsoCell.java:2955)
at zombie.iso.IsoCell.updateInternal(IsoCell.java:5750)
at zombie.util.lambda.Invokers$Params1$CallbackStackItem.run(Invokers.java:37)
at zombie.core.profiling.AbstractPerformanceProfileProbe.invokeAndMeasure(AbstractPerformanceProfileProbe.java:71)
at zombie.core.profiling.AbstractPerformanceProfileProbe.lambda$invokeAndMeasure$0(AbstractPerformanceProfileProbe.java:83)
at zombie.util.lambda.Stacks$Params3$CallbackStackItem.invoke(Stacks.java:230)
at zombie.util.lambda.Stacks$GenericStack.invokeAndRelease(Stacks.java:26)
at zombie.util.Lambda.capture(Lambda.java:130)
at zombie.core.profiling.AbstractPerformanceProfileProbe.invokeAndMeasure(AbstractPerformanceProfileProbe.java:81)
at zombie.iso.IsoCell.update(IsoCell.java:5696)
at zombie.iso.IsoWorld.updateInternal(IsoWorld.java:3499)
at zombie.util.lambda.Invokers$Params1$CallbackStackItem.run(Invokers.java:37)
at zombie.core.profiling.AbstractPerformanceProfileProbe.invokeAndMeasure(AbstractPerformanceProfileProbe.java:71)
at zombie.core.profiling.AbstractPerformanceProfileProbe.lambda$invokeAndMeasure$0(AbstractPerformanceProfileProbe.java:83)
at zombie.util.lambda.Stacks$Params3$CallbackStackItem.invoke(Stacks.java:230)
at zombie.util.lambda.Stacks$GenericStack.invokeAndRelease(Stacks.java:26)
at zombie.util.Lambda.capture(Lambda.java:130)
at zombie.core.profiling.AbstractPerformanceProfileProbe.invokeAndMeasure(AbstractPerformanceProfileProbe.java:81)
at zombie.iso.IsoWorld.update(IsoWorld.java:3427)
at zombie.gameStates.IngameState.updateInternal(IngameState.java:1617)
at zombie.gameStates.IngameState.update(IngameState.java:1333)
at zombie.gameStates.GameStateMachine.update(GameStateMachine.java:101)
at zombie.GameWindow.logic(GameWindow.java:298)
at zombie.core.profiling.AbstractPerformanceProfileProbe.invokeAndMeasure(AbstractPerformanceProfileProbe.java:71)
at zombie.GameWindow.frameStep(GameWindow.java:765)
at zombie.GameWindow.run_ez(GameWindow.java:681)
at zombie.GameWindow.mainThread(GameWindow.java:495)
at java.base/java.lang.Thread.run(Unknown Source)
-------------------------------
Lots of errors in the error magnifier from this particular one...
`function: initExploInfo -- file: ImprovedProjectile_05_explosive.lua line # 1241 | MOD: Improved Projectile Z
Callframe at: setPrimaryHandItem
function: onStart -- file: ZAEquip.lua line # 10 | MOD: Bandits
function: OnBanditUpdate -- file: BanditUpdate.lua line # 1221 | MOD: Bandits
java.lang.RuntimeException: Object tried to call nil in initExploInfo
at se.krka.kahlua.vm.KahluaUtil.fail(KahluaUtil.java:82)
at se.krka.kahlua.vm.KahluaThread.luaMainloop(KahluaThread.java:973)
at se.krka.kahlua.vm.KahluaThread.call(KahluaThread.java:163)
at se.krka.kahlua.vm.KahluaThread.pcall(KahluaThread.java:1980)
at se.krka.kahlua.vm.KahluaThread.pcallvoid(KahluaThread.java:1812)
at se.krka.kahlua.integration.LuaCaller.pcallvoid(LuaCaller.java:66)
at se.krka.kahlua.integration.LuaCaller.protectedCallVoid(LuaCaller.java:139)
at zombie.Lua.Event.trigger(Event.java:64)
at zombie.Lua.LuaEventManager.triggerEvent(LuaEventManager.java:134)
at zombie.characters.IsoGameCharacter.setPrimaryHandItem(IsoGameCharacter.java:2959)
at java.base/jdk.internal.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
at java.base/jdk.internal.reflect.NativeMethodAccessorImpl.invoke(Unknown Source)
at java.base/jdk.internal.reflect.DelegatingMethodAccessorImpl.invoke(Unknown Source)
at java.base/java.lang.reflect.Method.invoke(Unknown Source)
at se.krka.kahlua.integration.expose.caller.MethodCaller.call(MethodCaller.java:62)
at se.krka.kahlua.integration.expose.LuaJavaInvoker.call(LuaJavaInvoker.java:198)
at se.krka.kahlua.integration.expose.LuaJavaInvoker.call(LuaJavaInvoker.java:188)
at se.krka.kahlua.vm.KahluaThread.callJava(KahluaThread.java:182)
at se.krka.kahlua.vm.KahluaThread.luaMainloop(KahluaThread.java:1007)
at se.krka.kahlua.vm.KahluaThread.call(KahluaThread.java:163)
at se.krka.kahlua.vm.KahluaThread.pcall(KahluaThread.java:1980)
at se.krka.kahlua.vm.KahluaThread.pcallvoid(KahluaThread.java:1812)
at se.krka.kahlua.integration.LuaCaller.pcallvoid(LuaCaller.java:66)
at se.krka.kahlua.integration.LuaCaller.protectedCallVoid(LuaCaller.java:139)
at zombie.Lua.Event.trigger(Event.java:64)
at zombie.Lua.LuaEventManager.triggerEvent(LuaEventManager.java:92)
at zombie.characters.IsoZombie.updateInternal(IsoZombie.java:2342)
at zombie.util.lambda.Invokers$Params1$CallbackStackItem.run(Invokers.java:37)
at zombie.core.profiling.AbstractPerformanceProfileProbe.invokeAndMeasure(AbstractPerformanceProfileProbe.java:71)
at zombie.core.profiling.AbstractPerformanceProfileProbe.lambda$invokeAndMeasure$0(AbstractPerformanceProfileProbe.java:83)
at zombie.util.lambda.Stacks$Params3$CallbackStackItem.invoke(Stacks.java:230)
at zombie.util.lambda.Stacks$GenericStack.invokeAndRelease(Stacks.java:26)
at zombie.util.Lambda.capture(Lambda.java:130)
at zombie.core.profiling.AbstractPerformanceProfileProbe.invokeAndMeasure(AbstractPerformanceProfileProbe.java:81)
at zombie.characters.IsoZombie.update(IsoZombie.java:2219)
at zombie.MovingObjectUpdateSchedulerUpdateBucket.update(MovingObjectUpdateSchedulerUpdateBucket.java:79)
at zombie.MovingObjectUpdateScheduler.update(MovingObjectUpdateScheduler.java:154)
at zombie.iso.IsoCell.ProcessObjects(IsoCell.java:2955)
at zombie.iso.IsoCell.updateInternal(IsoCell.java:5750)
at zombie.util.lambda.Invokers$Params1$CallbackStackItem.run(Invokers.java:37)
at zombie.core.profiling.AbstractPerformanceProfileProbe.invokeAndMeasure(AbstractPerformanceProfileProbe.java:71)
at zombie.core.profiling.AbstractPerformanceProfileProbe.lambda$invokeAndMeasure$0(AbstractPerformanceProfileProbe.java:83)
at zombie.util.lambda.Stacks$Params3$CallbackStackItem.invoke(Stacks.java:230)
at zombie.util.lambda.Stacks$GenericStack.invokeAndRelease(Stacks.java:26)
at zombie.util.Lambda.capture(Lambda.java:130)
at zombie.core.profiling.AbstractPerformanceProfileProbe.invokeAndMeasure(AbstractPerformanceProfileProbe.java:81)
at zombie.iso.IsoCell.update(IsoCell.java:5696)
at zombie.iso.IsoWorld.updateInternal(IsoWorld.java:3499)
at zombie.util.lambda.Invokers$Params1$CallbackStackItem.run(Invokers.java:37)
at zombie.core.profiling.AbstractPerformanceProfileProbe.invokeAndMeasure(AbstractPerformanceProfileProbe.java:71)
at zombie.core.profiling.AbstractPerformanceProfileProbe.lambda$invokeAndMeasure$0(AbstractPerformanceProfileProbe.java:83)
at zombie.util.lambda.Stacks$Params3$CallbackStackItem.invoke(Stacks.java:230)
at zombie.util.lambda.Stacks$GenericStack.invokeAndRelease(Stacks.java:26)
at zombie.util.Lambda.capture(Lambda.java:130)
at zombie.core.profiling.AbstractPerformanceProfileProbe.invokeAndMeasure(AbstractPerformanceProfileProbe.java:81)
at zombie.iso.IsoWorld.update(IsoWorld.java:3427)
at zombie.gameStates.IngameState.updateInternal(IngameState.java:1617)
at zombie.gameStates.IngameState.update(IngameState.java:1333)
at zombie.gameStates.GameStateMachine.update(GameStateMachine.java:101)
at zombie.GameWindow.logic(GameWindow.java:298)
at zombie.core.profiling.AbstractPerformanceProfileProbe.invokeAndMeasure(AbstractPerformanceProfileProbe.java:71)
at zombie.GameWindow.frameStep(GameWindow.java:765)
at zombie.GameWindow.run_ez(GameWindow.java:681)
at zombie.GameWindow.mainThread(GameWindow.java:495)
at java.base/java.lang.Thread.run(Unknown Source)
--------------------
https://gyazo.com/93c4dbd24282efb1912889c9f401e157
Total ignorant to modding and code so NOT SURE whatsup. Seems Improved Projectile is more abandoned than ATRO, but it is superior in some ways. Are these errors basically harmless?
--------------------
Observed some weird behavior last night with bandits deciding zombies are not interesting enough to attack after having a mega death brawl. After spawning a bunch of zombies+ bandits and watching them fight it out, then cleaning corpses and items etc. Suddenly new bandit waves spawned through the admin--> right click --> spawn group here menu would seem to face zombies, but not actually do anything to the zombies.
------------------
Not sure if expected behavior.
spawning groups from the "spawn group here" menu.
Some clans spawn a zombie or two with them, :
Police
Doomrider clan
We were already suspecting the bandits mod of causing issues, but weren't sure. Yesterday my character mysteriously died, as if a bandit had shot me in the neck and i was bleeding very quickly to death. I checked my character for injuries and had none, but I was bleeding HP very rapidly and died. This was shortly after sleeping and killing a bandit group. We had just killed them and were looting them. All seemed fine until I noticed my hp suddenly draining rapidly.
We had also been having problems with network connectivity and issues with people for a while now before we even started this playthrough, but now I am fairly certain it pertains to the bandits mod. I could be wrong but given this evenings happenings ...
We logged in after a fresh server restart to play this evening and everything was going fine until time to sleep. We slept ~ 8 hours in game and woke up. Soon my friend announced his game was receiving ~9 million Bytes/sec in his task manager and said he has 800+ ping. Two days ago he mentioned the same thing and my client running the game was recieving 40,000,000 Bytes/sec. I didn't know what was normal at the time so we just kept playing. I looked at mine tonight and noticed I have 1200 ping, to my own server on PC downstairs. I checked the server PC and it was sending/recieving 50,000,000 BYTES/sec total over the network. ???? The server soon crashed with out of memory errors. This is the first time we've had the server actually crash, and I suspect it has something to do with the passage of in game time during sleep exacerbating a problem with the Bandits mod that is basically going undetected on servers with sleep disabled and single player games where there aren't many bandits spawning????
We play with all clans starting day 1, a ~2% chance to spawn per hour, with 4 people in the game max.We have played 3 playthroughs with day 1 bandit clans with 1-2% chance to spawn.
We disabled bandits and slept ~10 hours in game, and network usage is sitting at only ~20,000 B/s max on our clients.
Server is allocated 8GB ram.
??????????????? Game's so boring without bandits :[
EDIT:
We disabled bandits and all was fine, no ping spikes, no huge bandwidth usage. We enabled bandits, and immediately game is sending millions of B/sec instead of thousands.
https://gyazo.com/72e2381f180f0d8353c2a2baf84f6393 (server)
https://gyazo.com/a648c2c3fb4834a448911c230664392a (client)
Just after sleeping:
https://gyazo.com/dd0179d04223834fb9b6ae50a18183b3
https://gyazo.com/bab1b2a25af8232b7adc6cf315d26ae6
Weird desync issues after sleeping as well. One person sees things different than others. One friend was seeing other guy shooting, but he was sitting still doing some tailoring on his gear on his screen.
--------------------------------------
We started a fresh server with only Bandits mod and ModOptions mod, slept for a couple days to pass time so bandits would start spawning. During a ~8 hour sleeping time some bandits spawned on us (all clans enabled from day 1, 1-2% chance to spawn each, with about 5-8 members in each clan). Network bytes recieved spiked to 10,000,000 Bytes/s and is staying in the millions. It was about 20,000 B/s before bandits started spawning.
~10 Megabytes a second for a video game is ludicrous. At the time of writing it has settled slowly over the course of about 10 minutes to ~ 2 MB/second. Friends having ping spikes. Not to mention the desync issues that may be a result of the lag and/or sleeping time paradox type issues?
Friend is seeing some waves I spawn of bandits to be zombies rather than bandits. Have yet to test this without sleep enabled though. Server is currently sending out 30 MB/s of information for a few bandit waves spawned around us... ??????
I will just turn it off. I guess we will have to live with desynced bandits and It will have to be hood enough.
Thx for the report