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Everything posted by zootal

  1. 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?
  2. 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.
  3. 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
  4. 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.
  5. 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
  6. 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.
  7. You cannot do this with Nitrogen. It has a hard min limit of 4096 no matter what you enter. You can modify the 7D client to do this with ease. You have to edit the config files and add the option for smaller maps. I believe the file is .Config\XUi_Menu\windows.xml. Look for these lines, there are two of them. I think you need to change both lines. BACKUP THE ORIGINAL FILE BEFORE YOU DO THIS. Change this: values="4096,8192" to values="1024,2048,4096,8192". Save. Restart game. Try to generate a new world, you should now be able to make random gen worlds 1024 and 2048 in s
  8. In my serverconfig.xml I have: <property name="DropOnDeath" value="3" /> <!-- 0 = nothing, 1 = everything, 2 = toolbelt only, 3 = backpack only, 4 = delete all --> Yet when a player dies, they do not drop their backpack. When they respawn, their backpack contents are still there, and there is no backpack on the ground. I disabled all mods, thinking it was a mod, and this still happens. Anyone else see this?
  9. 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. Thei
  10. 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?
  11. TYVM you saved me a lot of time
  12. 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.
  13. 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?
  14. 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.
  15. 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 memor
  16. 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
  17. 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.
  18. 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.
  19. 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.
  20. 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.
  21. 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
  22. 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....
  23. If I startup a server with an 8K world, memory consumption jumps to about 3.5GB. You can at least start a 4k or 8k server if you only have 4GB. If you are running Windows, then you need more because Winbloze itself takes a huge chunk of resources, so now you need a good 8K to get your server to start and run. If you want bigger worlds, you add a lot more memory. My server with a 12K world takes about 10.5GB at startup. Last time I ran a 16K world, the server was using more than 16GB ram give or take. I ended up putting 32GB in the box and memory problems all went away.
  24. To answer your question, yes, I'd rather reseed. And I loved using the hoe. Yes, really. Cause using farm plots is too easy, and I like to put some effort into surviving a survival game.
  25. What is amazing is how people think others should play the way they want them to play. I play the way I like to play. You don't have to like it. What I don't like is when things I like change to things I don't like. Whether you like it or not.
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