Developer V2C Posted June 13, 2016 Developer Share Posted June 13, 2016 Adjusted Beefalo Salt Lick priority so they anchor better. Tweaked default voting rules to be a bit stricter: requires a minimum of 3 votes and must be unanimous. Fixed crash in User Commands popup when the screen fades out. Fixed some animation timing and glitches with Twiggy Trees. Fixed an issue that causes a crash when using certain mods that add equip slots. Fixed some crashes caused by invalid RPCs. View full update 9 Link to comment Share on other sites More sharing options...
CarlZalph Posted June 13, 2016 Share Posted June 13, 2016 (edited) 42 minutes ago, V2C said: Fixed some crashes caused by invalid RPCs. @Ipsquiggle For the DirectWalking RPC it appears to use a vector, so instead of checking if the IsPointInRange should do a magnitude check with some tolerance, like if magnitude <= 1.1 then it's good. Right now with this patch the WASD movement is broken if the player is out of the 4096 range from the origin of the map with movement prediction off. My apologies for not going into further details in the PM, did just find the exploit when testing things. Edited June 13, 2016 by CarlZalph 1 Link to comment Share on other sites More sharing options...
rezecib Posted June 13, 2016 Share Posted June 13, 2016 Glad to see a number of other fixes in this, like Health:Kill ignoring armor. Link to comment Share on other sites More sharing options...
CarlZalph Posted June 13, 2016 Share Posted June 13, 2016 (edited) 4 minutes ago, rezecib said: Glad to see a number of other fixes in this, like Health:Kill ignoring armor. Four hour fix, it was good. Edited June 13, 2016 by CarlZalph Link to comment Share on other sites More sharing options...
rezecib Posted June 13, 2016 Share Posted June 13, 2016 3 minutes ago, CarlZalph said: Five hour fix, it was good. It has been known for much longer, mainly in the context of Deadly Feast not killing Wigfrid. Link to comment Share on other sites More sharing options...
rezecib Posted June 14, 2016 Share Posted June 14, 2016 (edited) 1 hour ago, CarlZalph said: Right now with this patch the WASD movement is broken if the player is out of the 4096 range from the origin of the map with movement prediction off. Out of sqrt(4096) range, which makes all the difference. 64 range is pathetically small, so it's basically broken everywhere. If it were 4096 range then it would work on any position in any map size that the game supports, to my knowledge. As far as I can tell, DirectWalking never uses anything but an offset vector, so changing networkclientrpc:229 to this should fix it: if distsq(x, z, 0, 0) <= 4096 then Edited June 14, 2016 by rezecib Link to comment Share on other sites More sharing options...
Developer V2C Posted June 14, 2016 Author Developer Share Posted June 14, 2016 @CarlZalph @rezecib Thanks guys, this has been patched in hotfix 181048 now. 7 Link to comment Share on other sites More sharing options...
CarlZalph Posted June 14, 2016 Share Posted June 14, 2016 These are now fixed: Spoiler ^Didn't check the arguments for DirectWalking thoroughly when making the blanket statement fix, assumed it too was using global coords. Spoiler Link to comment Share on other sites More sharing options...
McLovinDST Posted June 14, 2016 Share Posted June 14, 2016 (edited) Retracted Edited November 20, 2020 by McLovinDST Retracted Link to comment Share on other sites More sharing options...
Developer jamesl Posted June 15, 2016 Developer Share Posted June 15, 2016 Those votekick suggestions are solid. We want to avoid overdesigning it for our initial implementation, but we'll be keeping a close eye on your feedback and won't hesitate to change it or implement some of those suggestions if we feel like it's being abused. 2 1 Link to comment Share on other sites More sharing options...
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