Targeting Issues In Build 42 Unstable



I noticed a bunch of posts about attacks phasing through zombies so I decided to figure out what was going on. Mostly so that players can work around the problem as it gets fixed.

https://www.twitch.tv/retanaru

https://projectzomboid.com/blog/news/2024/10/hallodoid/

Build 42.0.2

Songs:
OSRS – Splendour
FF9 – Evil Forest Theme

source

39 thoughts on “Targeting Issues In Build 42 Unstable”

  1. This happens so much with short blunt and blade, so annoying… I also wish zombies in a hit animation had collision as it is annoying when zombies can just walk through eachother “just cuz”

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  2. I think this was what was also making the muscle fatigue system even worse than it was, because you need those hits to count and if you need to swing twice to hit a zombie you become more fatigued. Shoving for a "free" kill is risky due to the same targeting bug, and also causes fatigue. So realistically you end up fighting every zombie like its a sprinter by way of fence fighting, not to mention the eagle eyed/ pinpoint hearing zombies.

    Also, I wonder if the thing with hitting a car from a distance is causing the feeling of weapons suddenly breaking from half condition, like if your fighting near a car and its taking condition damage from both the zombie and car.

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  3. so thats why im missing chunks of flesh out of my neck. who'd of thought?

    i figured they were trying to limit the players ability at being a one man cheese burger axe swinging horde stomping Apocalypse.
    because of the muscle strain. figured it was because their muscles where too sore to swing fully that time.

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  4. I'm not sure they consider this a bug, even been one. I don't think that are trying to make melee fights fair. So I'm not sure if all of this is a big they will try to solve, but they neither achieved in b42 stealth level to change the main procedures in a playtrouth

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  5. I love the work that went into this game and this update, but it almost feels like a step back in a lot of ways. Muscle exertion and combat glitches aside, In my 200 hours of singleplayer apocalypse in build 41, I have never once opened the laggy crafting menu. A) It can possibly get you killed in a game that requires laser focus, and B) It is simply unintuitive. Why they would go all in on this system instead of expanding the simple and effective right-click menu? It's impossible to even get started on a lot of craftables because you need the prerequisite extremely rare skill/craft book, or grind the ability which is often extemely boring and repetitive, a mind-numbing monotonous task that simply isn't fun. This wasn't a problem in build 41 because the libraries actually had useful books. No, I will not adjust sandbox settings besides turning respawns off. I want what is close to the core experience as possible.
    1) The liquid transfer system is a good concept but horribly executed. In the old game I rightclicked on a bucket of water and filled my waterbottle, now, it feels like I have to do some ridiculous science experiment just to move liquids around, while also having a huge ugly menu up on-screen. It feels bad. Just let me right click-> pour into, with a specific amount, like how you can eat 1/4 of food or whatever. Simple. All the menus should be kept completely seperate from live gameplay. If I want to play bob the builder and sir mix-a-lot, keep it purely in the tabs, like moving furniture.
    2) No loot. In build 41 there might be an abundance in solo, but now there is barely any reason to visit POIs. I visited the triple warehouses between Muldraugh and Rosewood, and literally every crate was filled with useless serrated blades. I have no idea what those are used for nor do I care, it is not necessary to my current survival situation. Going to a remote warehouse should give me an abundance of crafting materials, like it did in build 41. It was a drive to get here and a huge risk, especially with increased zombie spawns. Literally no point.

    3) Too many glitches to count. Car batteries drain too fast, flashlight batteries, propane tanks, you name it. Crops feel like they never grow. Never gaining weight unless eating raw butter. Microsips of caffeine or alcohol turn you into the hulk. You're constantly bored when you're literally SURVIVING IN THE APOCALYPSE. The new moodles are a step backwards compared to the old ones. (I miss agitated specifically)
    4) Balance to traits and occupations is hit or miss. No reason to pick any of the negatives now, at least if you are trying to survive for a while. IS is making the same mistake as Helldivers, nerfing fun things. Smoker was probably too strong, but it was very immersive having to constantly manage a bad habit, and in multiplayer with friends, if a few people took it they were constantly arguing over cigarettes and lighters which made for some great immersion lol. Lighters go missing, shelves are raided, where are my SMOKES? Now the perk makes it so your guy is basically a crack fiend who needs his hourly fix. Cigarettes are also apparently super rare in the 90's. Not nearly worth it for the measly -2 points and smoker's cough you get.
    I will say the graphics, gameplay and sounds otherwise are all lovely. I espeically like the new body dragging animation and all your character's voice lines. Especially the clenched teeth deep-breaths when you suffer an injury. It's all very immersive, just held back by poor crafting system. The moody dev's response also doesn't help.
    That's all I got

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  6. could u do the same for guns? seems a lot of guns dont seem to be able to target zombies at close range in diagonal angles and only work from N/S/W/E directions. i've had pistols and shotguns not work at close range quite often for that reason. probably something to do with the minimum range issue as well.

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  7. This bug is making me go insane currently

    Also unrelated but if anyone wants to turn while sitted, enter the "Pick up object" option to be able to move during this time
    You can also use "Right click+ jog + forward" to stand up quickly while sitting on the ground

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  8. Build 42. We waited, how long for this? Car animations? No, just add a car door alarm. Crowbars can pry open doors? Nah, not realistic enough. Crossbows/Bows? Nah, too realistic.

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  9. I've definitely noticed this a decent amount.

    I also get an aiming bug where if I'm shooting at a group of zombies and one of them falls without dying, my character's model gets all scrunched up into a little ball while trying to aim at them and I can't shoot. Lol. It's a bug with aiming a rifle at crawling zombies.

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  10. I haven't really noticed the bug all that much since I tend to fight small groups and like to start my swings before zombies enter my range. I have seen it on occasion, but just chalked it up to me making a mistake. Great video, Retanaru! Your insight and research is highly appreciated, especially with the influx of new players to the community. Can't wait to see what you're cooking next

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  11. I think the devs over specified the code too much and they left out cases from the logic. Also, these weird car+window behaviors are another sign they made exceptions to the code that is not handled correctly

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  12. Honestly I’ve just started playing with zero infection transmission because of how frustrating the misses are. Even still I’ve had misses kill two characters by whiffing and getting grabbed into the horde.

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  13. So this is why the backstab and jaw animation of the knife is so dangerous in b42, it never was like that before… If you want a persistent assassination you have to go in contact, its actually how the skill work…

    There is an other bug when you go in target mode, then zoom the character direction just switch because the coordinate of your cursor change, this even if you target the same place, like a zombie. I try to never zoom fast when fighting but its just a reflex on a scare jump, you cant really help. Using the zoom while fighting is 99.9% of my death. Also i use a zoom mod now, but im pretty sure this do it in vanilla build as well.

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