#Grapple Throw bug

1 messages · Page 1 of 1 (latest)

weary jay
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I think that I have some strange Grapple Throw skill bug. When I do it, zombies often seem to 'hit' the air and land under me instead of being threw away few meters. But on the other hand, sometimes that move somehow throws them several meters in the air and they land on the roof or hit street light.
I don't know if it's skill bug or ragdoll bug that makes using that skill problematic, because sometimes you don't throw zombies off the roof at the first attempt. Anyone else also got that problem sometimes?

pale wren
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yup
i think its currently a bug so nothing we can do but wait for a fix Shrug

weary jay
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That's too bad, because throwing zombies around was a great entertainment for me.

split inlet
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I just tried playing again for the first time in a while, but I was super bummed to see this is still an issue. Throwing a zombie behind you essentially just drops them at your feet.

weary jay
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Really? It was half of the year already. So I still can't throw zombies around in a fun way.

junior venture
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It's still an on going issue too. I either have them fall right next to me or they go flying. I've submitted like two support tickets for this already within the span of like 18 months. On top of posting on the discussion forums. It's a shame it's still in the game man. 😦

weary jay
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I can only agree. They keep writing to write about any bugs to support, and then they don't fix those bugs despite probably several tickets being about it. I myself sent two tickets about it.

split inlet
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Yea, this one really bums me out too, I’ve been checking every update to see if it’s fixed and it’s still an issue. There’s no point in checking out something new in the game if a core combat skill has been broken for months. 😕

junior venture
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Damn seriously??? I thought I was the only one making multiple tickets lmao

split inlet
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Checked the patch today, no mention of the grapple throw in notes, so I’m assuming it’s still broken.

junior venture
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I didn't even realize there was a patch today. That's pretty disappointing. I recently sent an email to their support including a clip of bug. I really hope they do something about it. Given that it's a core mechanic of the game, you would think it would be top priority to get this bug fixed. Especially given the fact it's been broken for the longest time. I even asked on the subreddit to see if there were any solutions but nothing. The only thing I learned was that apparently not everyone has this issue?

plush nest
junior venture
plush nest
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maybe something with framerate as u say

junior venture
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Maybe it's a setting. I'll test a few other ones.

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I'm trying DX11

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Unfortunately, that didn't work either. Neither did changing a variety of settings. I really wonder what it is. Maybe it's hardware specific or some ridiculous nonsense like that.

junior venture
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Here's a clip

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I just uploaded it so give it a sec

plush nest
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We're processing this video

junior venture
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Should be good now

plush nest
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I will test now

junior venture
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It only happens if you throw back and you hold the grapple button. Assuming you maxed out the grapple throw skill in the combat skill section

plush nest
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yes

junior venture
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Assuming you're on PC, here are the steps to replicate:

  1. Find a biter, it typically happens with biters. I haven't test much with other enemy types other than zombies.
  2. Hold your grapple button, "f" by default, and hold back.
  3. Watch as the zombie flies into orbit or turns into paste against a light post.
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The results may vary. Occasionally they will fall next to you, in front of you, or they will even do the normal behavior. Only occasionally though.

junior venture
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Hard to say from that short clip alone. It doesn't seem as aggressive as the one I shared.

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Then again, maybe you don't have the bug..

plush nest
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I have thrown away 6 now, about the same length

junior venture
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Yeah, you likely don't have the bug. I've encountered several people that have it though.

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Like I said, maybe it's hardware specific or setting specific or something like that. I wouldn't be surprised if it had something GPU related.

plush nest
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yes maybe

rigid sparrow
junior venture
rigid sparrow
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Yeah, their deltatiming calculation is probably wrongly applied to the throw or something

junior venture
plush nest
junior venture
plush nest
junior venture
plush nest
junior venture
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That looks about right

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Maybe less actually. For me they literally fly like someone threw the hardest fastball on the planet.

plush nest
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maybe something to do with the syncing

rigid sparrow
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Yeah it's pretty inconsistent

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Sometimes they fly out of view and you can see when they deload

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Or they just rocket straight up or down

plush nest
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Techland's fix will be a Superman outfit

junior venture
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So, I got around to trying that mod and interestingly enough, I still have the same issue.

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Very strange.

junior venture
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Based on the patchnotes, doesn't look like it's fixed.

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I'll check later.

split inlet
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Yea, just booted it up, it is not fixed. Really disappointing.

junior venture
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Lol. I don't think we're ever getting a fix for this one.

rigid sparrow
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we wil never

rigid sparrow
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bro really waited idkman

split inlet
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Out of one last act of desperation, I took one more capture of this bug and made another ticket with techland - 319417

But yea, I too am losing hope it’ll ever be fixed lol

rigid sparrow
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ignorance is a bliss

probably techland

rigid sparrow
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also, almost over a year ago was the thread made holy fuck

split inlet
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I’m gonna bet money that this same glitch is in Dying Light: The Beast lol

junior venture
junior venture
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Hey I got this from Techland in case anyone is still interested lol:
"
At the end the problem wasn't in the overlapping collisions between the player and AI. What caused the issue is erratic position changes during sync-action that lead to "jumps" in position (sometimes even backward), and the following ragdolls were calculating initial velocities for bones based on those incorrect values. Currently, we can't say what exactly causes these "jumps". Most likely, this is physics vs animation fighting for entities position.

The approach with averaging velocities of last e.g. 3 frames improved the situation, transition from animation to ragdoll was much smoother and there were no unstable motion encountered.

We've prepared a possible solution on the gameplay side, but for now we're putting it on hold, since the anim tech team is working on a better solution on their side.
"