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zootal last won the day on December 30 2017

zootal had the most liked content!

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About zootal

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    Zombie Hunter
  1. 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.
  2. 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?
  3. TYVM you saved me a lot of time
  4. 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.
  5. I'm running a 12K Nitrogen world. It works, but I haven't explored much of it to really comment. I suspect it's yet another awesome Nitrogen world :).
  6. Is anyone using a Nitrogen map with compopack 34? I know you can select it in NitroGen, but when I start the server, I get a flood of errors about various prefabs. The error is always Block <some block> is unknown. Meaning the prefab wants to use a block that no longer exists in block.xml. So anyone running Nitrogen with A19 and compopack?
  7. Has anyone succeeded in adding ravenhearst PIOs to Nitrogen? The prefab list is for 5.5.3, and those prefabs are no longer available for download. Is there a more current prefablist, or does anyone know where the older prefabs can be found? Same with Darkness Falls, prefab list for Nitrogen is out of date. Edit: I gave up on ravenhearst. I did some parsing of the Darkness Falls files, and it looks like they draw heavily on compopack. In the end it wasn't worth the time to hack custom POIs into a Nitrogen map without the mod itself - too time consuming.
  8. Today I played around with Nitrogen and compopack 34, generating 8k, 10k, 12k, 14k and 16k worlds, all with the same settings. Few cities, mega sized. Mostly flat. I first tried it with a lot of mega sized cities, and the 16k map maxed out memory usage and crashed. I don't have enough memory in the box to run that kind of map. Soo I used few megasized cities. This is the memory the server and the client consume: 16K Server memory: 27GB Client memory: 29GB 14K Server memory: 19GB Client memory: 22GB 12K Server memory: 17GB Client memory: 19GB 10K Server memory: 14GB Client memory: 14GB 8K Server memory: 8GB Client memory: 13 8K with lots of mega sized cities Server memory: 11 Client memory: 16 Note that after the initial load, both the server and client will drop memory usage by a few GB. This is unfortunate, because systems with borderline memory that might have been able to run the map, will crash on the load because they can't handle the peak. A 10K map runs with 14GB ram, but might peak at 17GB or so to load, crashing clients with only 16GB ram. Note that the memory used by the map depends on the content of the map. Lots of stuff equals more memory. Boring vanilla maps don't use as much memory. Fully loaded 16K maps use more than 32GB and while they don't really require a beast of a machine to run on, you do need a lot of memory. All of this was run under Slackware 14.2+, 5.4.25 kernel, 32GB ram. Server has a GT710, client has RTX2600. Both have Ryzen <I forget which> 16 virtual cores. 3 SSDs in each box.
  9. If you are using Thunar, it is by design. The Thunar devs, in their infinite wisdom, disabled by default the running of scripts. Look here: https://docs.xfce.org/xfce/thunar/hidden-settings. Look for the setting /misc-exec-shell-scripts-by-default. I did this to enable it: xfconf-query --channel thunar --property /misc-exec-shell-scripts-by-default --create --type bool --set true Then you can run Nitrogen from the filemanager. YMMV...works for me
  10. I suspect a bad map generation. I've been running Nitrogen maps on my server for a long time, and from time to time I do get buggy, even weird, maps that are not usable. I just delete it, generate another map, and eventually I get a good stable error-free map.
  11. The client has a memory leak, but the server as far as I know does not. I'm currently running a 12K map, and it runs 24/7, day after day, with no memory issues. If your 8K map is using 24GB and then crashing on the server, you probably have a bad map. I've been running 7D2D servers for years, and Nitrogen maps for a long time, and I've never seen a memory leak on the server. OTOH, like I said the client has a memory leak and has since A16 or A17.
  12. Steam name ook https://steamcommunity.com/id/ook/ Hours played: 2272 Started on Alpha: 9? 10? Discord name: 焼きそば#6756 Native language: Japanese. Fluent in English.
  13. I just now looked at my server, which is running a 12K map on day 20 or so. The 7D2D server process is using 10.5GB. They tend to spike a bit more than that on startup. I doubt it would perform well if you only have 12GB in the box, especially if you are running Winbloze. And a 16k map with just 8GB? I let you, dear reader, draw your own conclusion . The "official" requirement of 8GB only applies to 4K and 8K maps. Once you start running maps bigger than that, the rules go out the window and you need more memory.
  14. You can use Nitrogen to generate maps bigger than 16K, but neither the 7D2D client nor server will load them. I made a 20K map just for run. Nitrogen very happily made it. Sadly, neither 7D2D client nor server will load maps this big. Nitrogen has a hard coded min map size of 4096. You can edit the menu xml file to force the 7D2D client to generate smaller worlds. I made a 256x256 world, but it was all water in a radiation zone. I then made a 512x512 world, and it was all water. A 1K world actually worked out well, but if you travel past the edge of the map, you fall off. You could probably edit rwgmixer.xml to fix these problems.
  15. Nitrogen will over ride any settings lower than 4K. You tell it 2K, and it will over ride it and make 4K. Hey, Damocles! Is it possible for you to remove the minimum map size limit so we can make smaller maps? I know it might cause problems in the map, but inquiring minds want to play....
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