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zootal last won the day on December 30 2017

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  1. To make a long story short, I added these two lines to my startup script, and it hasn't crashed since: ulimit -n 10240 TERM=xterm I can give an argument for either of them causing the problem. I haven't yet had a chance to see which one might have fixed it. I know unity gets upset if the var TERM isn't to it's liking, and I've also seen weird things when file handles are exhausted, though that is quite rare. I'll run like this for a while to ensure it really is stable, and then take them away one at a time to see which was magic.
  2. I doubt the problem is Slackware, I've used it for many many years, and it's the only distro I've run my 7d servers on. Up until now they have been rock solid. I'll generate another new world and run until it crashes, and upload the full log. I've seen people complaining about this message related to unity, but not specifically for 7D2D. And I notice the last line is *always* "#23 0x0000004218cb60 in EntityFactory:LoadPrefabs (EntityClass,bool) ", indicating some relation to prefabs. I'm wondering if there is a bad prefab triggering this?
  3. I have returned to A19 after a prolonged absence. Clean install of the dedicated server on Linux, A19.5. Slackware 15, 5.10.32 kernel. 142GB storage available on SSD, server uses about 4GB out of 32 GB ram. The same box I've always run 7D and other servers on. Yes I verified/reinstalled the server. No mods. Vanilla world. I am having a consistent server crashing problem. When any client joins and starts to run around, the server will crash within 5-10 minutes. The error message is always the same. I'll gather logs and post them later, I still have a few tests to run before I give up. For now I'm asking if anyone else has seen this or has any input: The file 'archive:/CAB-fedb5cd35fe052f26ff23b1c055cad80/CAB-fedb5cd35fe052f26ff23b1c055cad80' is corrupted! Remove it and launch unity again! [Position out of bounds!] (Filename: ./Runtime/Serialize/SerializationCaching/CachedReader.cpp Line: 220) Obtained 24 stack frames. #0 0x0055c65f072617 in (Unknown) #1 0x0055c65e370903 in (Unknown) #2 0x0055c65ea6995d in (Unknown) #3 0x0055c65ea6a89d in (Unknown) #4 0x0055c65f086320 in (Unknown) #5 0x0055c65f08d80a in (Unknown) #6 0x0055c65f08dc62 in (Unknown) #7 0x0055c65f08df32 in (Unknown) #8 0x0055c65f08e0e9 in (Unknown) #9 0x0055c65f08e332 in (Unknown) #10 0x0055c65f08e563 in (Unknown) #11 0x0055c65ebb2c1e in (Unknown) #12 0x0055c65ebab653 in (Unknown) #13 0x0055c65ebad48a in (Unknown) #14 0x0055c65ebad57e in (Unknown) #15 0x0055c65e5bd348 in (Unknown) #16 0x0055c65e5bd5ec in (Unknown) #17 0x0055c65e5ad989 in (Unknown) #18 0x0055c65e6b825a in (Unknown) #19 0x00000040bb62a4 in (wrapper managed-to-native) UnityEngine.AssetBundle:LoadAsset_Internal (UnityEngine.AssetBundle,string,System.Type) #20 0x00000040d0557c in LoadManager:LoadAssetFromBundle<T_REF> (string,string,System.Action`1<T_REF>,LoadManager/LoadGroup,bool,bool) #21 0x00000040cfad28 in DataLoader:LoadAsset<T_REF> (DataLoader/DataPathIdentifier) #22 0x00000040cfa660 in DataLoader:LoadAsset<T_REF> (string) #23 0x0000004027fee0 in EntityFactory:LoadPrefabs (EntityClass,bool)
  4. I abandoned Winbloze years ago, before Windows 8 came out. I'm a software engineer, yet there is *nothing I need windows for. Linux does it all. Gaming, office work, software dev, website, database, you name it. When I switched to Linux, 95% of my frustration with my operating system went away. Windows really is that bad. Several years ago I switched my daughter from Windows to Linux. And she got mad at me! Why? "Dad, this is amazing, my computer doesn't crash anymore and is so much faster. I'm mad at you for not doing this sooner".
  5. Exploring the hub cities with my daughter. We have logged many hundreds of hours, I'm sitting at 2342 hours played. We used to build a house at the top of the cliffs that usually bordered at least on side of these cities, and would risk running into the city to loot and explore. We would quietly sneak down the street so as not to attract attention, or hole up in an apartment building overnight in the hopes they would not break through to us. Or run from dogs, not always successfully. Fun times! I dearly miss the hub city, we had the most amount of fun exploring those. One of my white boards is covered with a picture she drew about our adventures with minibikes. It's several years old, but I don't have the heart to erase it. You can see the hub city in the background. I had driven my minibike off of a cliff and could not find it. It was embedded into the cliff face on the other side of the chasm. Fun Times!
  6. Well let's just make this even weirder. I went to join server and got this: ERR Loading player data failed for player '76561197960378421', rolling back: And my player profile on the server got wiped. And now the movement factor is recognized. This is too weird. Does movement_factor get read and stored with the player profile upon initial creation, and ignore subsequent changes?
  7. Linux dedicated server. I modified materials.xml, adding/increase movement_factor for various materials. I've done this since A14 or so, and it's always worked. In the current version, Alpha 19.2 (b4), I have this for various materials: <property name="movement_factor" value="1.750" /> And it does nothing. Movement speed remains unchanged. Does this no longer work, or is movement_factor hard coded somewhere such whatever we put in materials.xml gets ignored? Again - I've been doing this for years. It stopped working with A19.
  8. Dude, you just made my day. I know A20 is a ways off, but there is just so much potential for RWG. I feel like the current iteration is barely tapping the potential. So yeah, this won't happen until next year, but I'm not going anywhere :D. Nitrogen works and works well. I was just wanting to play vanilla RWG for a while to compare. There is so much potential for RWG, but it really isn't been tapped. What you did with A18 (or was it A17?) is an example. Your ...ok what was it called...I forget....but what you did was amazing, I ran that on my server for a long time, and my players all raved about it. The ghouls were really great!
  9. Is there just not enough demand for bigger worlds to make it worth the effort to support this? Some of us have high end systems and would not mind it if it took hours to generate a 16K world. At least it would get it done. Nitrogen works, but Damocles vanished a month ago and no one knows what the future of Nitrogen is going to be.
  10. Has anyone been successful in generating maps bigger than 8K? I've tried to generate 10k and 12k worlds, but it always crashes. I have an nVidia RTX2600, 32GB ram, AMD Ryzen 7 1700 8 core (16 psuedo cores). Slackware 14.2 with 4.4.227 kernel. And it just flat won't generate anything bigger than 8K. Yes, I know, use Nitrogen. I do. It makes beautiful 16K worlds in no time at all. But I want to play with vanilla RWG on big worlds and as with A18, nothing bigger than 8K will generate. 2020-08-21T10:55:50 2599.069 INF WorldGenerator:Socket data generation took 41 minutes 37 seconds 2020-08-21T10:55:50 2599.069 INF WorldGenerator:Generating Towns Obtained 13 stack frames. #0 0x007f3d4be9c3f8 in (Unknown) #1 0x007f3d4be9dffa in (Unknown) #2 0x007f3d4961a73e in (Unknown) #3 0x007f3d4961a7ab in (Unknown) #4 0x007f3d4961d6ab in (Unknown) #5 0x007f3d4961d914 in (Unknown) #6 0x007f3d4961e9e6 in (Unknown) #7 0x007f3d49621aba in (Unknown) #8 0x007f3d49621c94 in (Unknown) #9 0x007f3d495f4ef2 in (Unknown) #10 0x007f3d495ac132 in (Unknown) #11 0x007f3d495bf11e in (Unknown) #12 0x00000041e89896 in (wrapper managed-to-native) string:FastAllocateString (int)
  11. You can't. Nitrogen has a built in 4K minimum size limit and you can't over ride it. No matter what you enter for map size, it will be at least 4K. I'd be happy if Damocles would lower that, but I'm not sure what kind of restructuring he would have to do to his code or what kind of problems it would cause.
  12. It looks like it's the player profile that has this in it. When a player joins the server, it creates their player files and allocates space for their backpack. I don't know if that can be fixed, haven't had time to dissect the player files. I deleted my player files, found in Player/*.map/ttp. When I did and joined server, the 96 slots all work. It wipes the players progress but at least does not wipe the entire world. Would be interested to hear if anyone else can confirm this. Look in the Player directory for the player files, and rename/delete the players files, and rejoin the server. Their status/progress resets, but now they have full usage of all 96 slots.
  13. Is there a workaround? Do you have to start a new world? I have the 96 slot backpack, and if I have anything crafting/scrapping, it will use the first 60 slots, but not the last 36. It insists the inventory is full. I started the world with a 60 slot backpack in place. And if I do start a new world with a 96 slot backpack (not that i would cause this 96 slot backpack is bloody awesome) and downgrade to a 60 slot backpack, will that break anything?
  14. TYVM you saved me a lot of time
  15. TYVM, that is exactly what I see. If I get a chance I'll try to comment out the problem POIS, I don't think it's that many.
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