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2 | A21 Known Issues List | |||||||||||||||||||||||||
3 | WIP | |||||||||||||||||||||||||
4 | Player models and clothing will be replaced with a new system, no reports needed | |||||||||||||||||||||||||
5 | Making new RWG maps causes memory to not clear, restart your game in between generating new maps for now. | |||||||||||||||||||||||||
6 | AI Pathfinding is a WIP, if you find specific places where they get stuck please report with a DBS screenshot (F11) | |||||||||||||||||||||||||
7 | ||||||||||||||||||||||||||
8 | AUDIO/SOUNDS | |||||||||||||||||||||||||
9 | Snakepain1 audio is failing to load when you kill a snake with a stone axe | |||||||||||||||||||||||||
10 | Vehicle sounds cut when the camera bumps into world objects/terrain | |||||||||||||||||||||||||
11 | Vehicle audio breaks when going backwards interrupting transition between 2nd/3rd gear | |||||||||||||||||||||||||
12 | Player footstep sounds start playing a bit too late | |||||||||||||||||||||||||
13 | AudioManager warning when wiring from powered power source | |||||||||||||||||||||||||
14 | The sound "player2sprint1_lp" is not set to loop. | |||||||||||||||||||||||||
15 | Lights do not have the click feedback sound | |||||||||||||||||||||||||
16 | P2P Host hears Client activated sleeper groans/alert sounds | |||||||||||||||||||||||||
17 | In game voice chat is not working as intended | |||||||||||||||||||||||||
18 | Broken weapon audio spam when holding down fire button | |||||||||||||||||||||||||
19 | Audio source from shocked/electrified doesn't update when the attached entity is pushed away, on fire has a delay | |||||||||||||||||||||||||
20 | ||||||||||||||||||||||||||
21 | ANIMATIONS/EFFECTS | |||||||||||||||||||||||||
22 | Quickswitching with throwables can cause floating weapons | |||||||||||||||||||||||||
23 | Bleed effect missing from some animals. | |||||||||||||||||||||||||
24 | Rocket launcher doesn't always appear in hand when reloading launcher | |||||||||||||||||||||||||
25 | Burning buff outlasts the burning effects | |||||||||||||||||||||||||
26 | Knuckle animation continues when switching weapons on toolbelt to same slot | |||||||||||||||||||||||||
27 | destroyed stone particle is brighter then the block it comes from during destruction/harvesting | |||||||||||||||||||||||||
28 | Fire from molotov fades too early | |||||||||||||||||||||||||
29 | ADS on pipe pistol with reflex sight is a bit off | |||||||||||||||||||||||||
30 | All reloadable weapons have swap-cancel issues (rapid reloading before swapping) | |||||||||||||||||||||||||
31 | Moving quickly makes the laser sight jitter and triplicates | |||||||||||||||||||||||||
32 | Zombies won't jump up a block when there's something above them between 2-3 blocks | |||||||||||||||||||||||||
33 | ADS with Pistol equipped with a reflex sight is a little weird | |||||||||||||||||||||||||
34 | Emptied casings in Magnum reload vanish a bit too quickly | |||||||||||||||||||||||||
35 | Stretched verts on pump shotgun hand | |||||||||||||||||||||||||
36 | Robotic turret 1st and 3rd person handheld muzzle flash is off | |||||||||||||||||||||||||
37 | All shotguns have an ADS reload animation glitch (ADS to hip fire after reload) | |||||||||||||||||||||||||
38 | Broken bows still go through loaded animation | |||||||||||||||||||||||||
39 | Ragdolls from robotic sledge still cause collision issues | |||||||||||||||||||||||||
40 | Knuckles appear stuck to hand during death & wake animation | |||||||||||||||||||||||||
41 | ADS with Reflex Sight on New AK-47 Skin Issues | |||||||||||||||||||||||||
42 | Grenades with pulled pins are still unpinned after swapping weapons and back | |||||||||||||||||||||||||
43 | Turrets/Sledges can fall through < full blocks | |||||||||||||||||||||||||
44 | Reflex sight on rocket launcher doesn't align with the crosshairs while ADS | |||||||||||||||||||||||||
45 | Auger rotates in the wrong direction | |||||||||||||||||||||||||
46 | Destruction particles for Morganic use low resolution texture | |||||||||||||||||||||||||
47 | Junk sledge has an ammo count and gets ammo counts from adjacent weapons on toolbelt | |||||||||||||||||||||||||
48 | Demolition zombie Twitch Buckethead disappears at medium-long range | |||||||||||||||||||||||||
49 | Auto-turrets can target traders | |||||||||||||||||||||||||
50 | Molotov fire particle flickers while on wall volume | |||||||||||||||||||||||||
51 | Zombies on Dedi can walk on dismembered legs | |||||||||||||||||||||||||
52 | When you switch to another weapon or tool after using another one-handed weapon or too fast enough, the previous animation plays instead of the new one. | |||||||||||||||||||||||||
53 | Double Barrel Shotgun zooms while in hipfire position | |||||||||||||||||||||||||
54 | Animations bouncing between crouch and swim when crouch walking down a slope into water | |||||||||||||||||||||||||
55 | Crouch side stepping twerks the camera every few steps | |||||||||||||||||||||||||
56 | Forum Report : Zombies unable to crawl when dismembered a certain way | |||||||||||||||||||||||||
57 | Forum Report : Consumables consumed without granting benefits under some conditions | |||||||||||||||||||||||||
58 | When you pull the pin from grenade the handle flies off as well | |||||||||||||||||||||||||
59 | Stun baton loses charge animation when moving item to another toolbelt slot (it will still stun, just no charged animation) | |||||||||||||||||||||||||
60 | Zombie spider will play attack animation before dying | |||||||||||||||||||||||||
61 | Crippling zombies with a shotgun does not make them crawl if shotgun perk is maxed out | |||||||||||||||||||||||||
62 | Cop zombie projectile causes electric shock if it hits powered vending machines | |||||||||||||||||||||||||
63 | Stun baton charge animation can get stuck | |||||||||||||||||||||||||
64 | Crippled Cops and mutated zombies stand back up for their projectile attack | |||||||||||||||||||||||||
65 | ||||||||||||||||||||||||||
66 | BLOCKS | |||||||||||||||||||||||||
67 | Explosion resistance (blocks) isn't correct | |||||||||||||||||||||||||
68 | Collapsing a lot of blocks causes some PhysX errors (rare bug now, if you see issues restart your session after the colapsing finishes) | |||||||||||||||||||||||||
69 | Some topsoil terrain blocks adapt to map. | |||||||||||||||||||||||||
70 | Vehicles float if terrain below is removed | |||||||||||||||||||||||||
71 | Rented vending machine duke count issues | |||||||||||||||||||||||||
72 | Vehicles do not work on trigger plates | |||||||||||||||||||||||||
73 | No Collision for Vehicles and Barbed Wire Fencing | |||||||||||||||||||||||||
74 | All AI entities(zds and animals) play "dying sound" after heads explode | |||||||||||||||||||||||||
75 | Zombies are not pathing over plate blocks | |||||||||||||||||||||||||
76 | Shingles Asphalt Diamond paint texture not aligned | |||||||||||||||||||||||||
77 | Pole blocks take more damage than other blocks of the same material | |||||||||||||||||||||||||
78 | Tripwire can be electrified by Electric Fences | |||||||||||||||||||||||||
79 | Spike traps in terrain trenches have horrible/nonexistent hitboxes for targeting and damage | |||||||||||||||||||||||||
80 | Texture looks deformed on the edge of screen when looking through glass | |||||||||||||||||||||||||
81 | "Tree Dead Pine Leaf" turns blue when brightness is at 100% | |||||||||||||||||||||||||
82 | Some roadsigns have floating portions | |||||||||||||||||||||||||
83 | Possible to instantly close some doors by double hitting the interact key. | |||||||||||||||||||||||||
84 | player made signs - text hanging off of edges | |||||||||||||||||||||||||
85 | Glass blocks are not always seamless when placed facing different directions or rotated | |||||||||||||||||||||||||
86 | Iron Cellar Door occludes at certain camera angles | |||||||||||||||||||||||||
87 | Fence Posts can transfer their damage states, sometimes becoming invulnerable. | |||||||||||||||||||||||||
88 | Day to night transition with solar panel/battery bank issues | |||||||||||||||||||||||||
89 | Electric fence posts are hooking up in the wrong location | |||||||||||||||||||||||||
90 | Players can get stuck in some doors | |||||||||||||||||||||||||
91 | Vertical blinds have weird distant visual clashing | |||||||||||||||||||||||||
92 | IsMovementBlocked ERR with fluorescentLightBayIntact when resetting POIs | |||||||||||||||||||||||||
93 | Broken vending machine icons show active emissions | |||||||||||||||||||||||||
94 | Forum Report : Some doors become invisible at an angle | |||||||||||||||||||||||||
95 | Switch triggers can load in a broken state which is directly tied to a player save, some switches alternate between states with game reloads | |||||||||||||||||||||||||
96 | Blueberry plant second growth stage flickers | |||||||||||||||||||||||||
97 | Forum Report : NRE when opening gun safe with timed charges | |||||||||||||||||||||||||
98 | The Pickup Truck drops 4 doors on harvest | |||||||||||||||||||||||||
99 | Sledge turrets will not lose durability when deployed if not shot/hit by player | |||||||||||||||||||||||||
100 | Street lamps appear doubled when viewed from far away | |||||||||||||||||||||||||
101 | Barbed Wire block has buff issues (too large area affected) |