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ShankyMcStabber

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Everything posted by ShankyMcStabber

  1. I will see about trying to find a time to help you out. Things have been crazy this month making any real time to do non-random testing difficult.
  2. We did a test on the files you released 7 hours ago and are still seeing the lag start up while using any kind of hand item (or even punching open air). You can see the CPU spike from 2-4% average to 40% usage whenever something hand related is being swung. Could it be something related to the damage/hit calculations? Maybe too many modifiers?
  3. We still had the same issue. Total time before bug occurred 25 minutes from start - 2 players, 6 Zombies, 8 Entities - CPU Usage on Server 5-7%. average. Player #1 using Spear, Player #2 using Club - Killed a ZombieUtilityworker and had an armless/legless Darlene to fight. Right after Darlene died, Server CPU spiked to 37% anytime the spear/club was used. Cpu usage would drop back to 5-7% when the players stood still or only walked but spiked right back to 40% the moment the club or spear was used. When the CPU spiked Player #2 (playing over the net) would experience the extreme lag. No errors in the logs. Here is the INF line from the initial log in: 2020-06-04T00:14:10 2351.334 INF Time: 38.18m FPS: 39.04 Heap: 2718.5MB Max: 2718.5MB Chunks: 293 CGO: 54 Ply: 1 Zom: 8 Ent: 10 (19) Items: 4 CO: 1 RSS: 6221.4MB Here is the logs where the lag started. 2020-06-04T00:37:29 3750.090 INF Entity zombieFootballPlayer 929 killed by Shanky McStabber 555 2020-06-04T00:37:38 3758.729 INF VehicleManager saving 0 (0 / 0) 2020-06-04T00:37:42 3763.238 INF Time: 61.70m FPS: 36.52 Heap: 2842.7MB Max: 2997.1MB Chunks: 531 CGO: 53 Ply: 2 Zom: 9 Ent: 12 (45) Items: 0 CO: 2 RSS: 6657.1MB 2020-06-04T00:37:59 3779.971 INF Entity zombieUtilityWorker 921 killed by Shanky McStabber 555 2020-06-04T00:38:12 3793.387 INF [DECO] written 167/22 2020-06-04T00:38:13 3793.768 INF Time: 62.20m FPS: 32.46 Heap: 2931.1MB Max: 2997.1MB Chunks: 531 CGO: 54 Ply: 2 Zom: 7 Ent: 11 (45) Items: 0 CO: 2 RSS: 6937.1MB 2020-06-04T00:38:24 3804.814 INF Entity zombieDarlene 923 killed by Shanky McStabber 555 2020-06-04T00:38:43 3823.969 INF Time: 62.70m FPS: 30.45 Heap: 2980.4MB Max: 2997.1MB Chunks: 531 CGO: 59 Ply: 2 Zom: 7 Ent: 9 (46) Items: 1 CO: 2 RSS: 6696.5MB 2020-06-04T00:39:13 3853.975 INF Time: 63.20m FPS: 37.98 Heap: 2773.8MB Max: 2997.1MB Chunks: 531 CGO: 48 Ply: 2 Zom: 6 Ent: 8 (45) Items: 0 CO: 2 RSS: 6700.2MB
  4. I'll let you know once I can wrangle some of my buddies to help me run some tests.
  5. No longer getting those errors in the log,. but after about 90 minutes of play witrh 3 players the server lag started back up whenever I used a hand item (spear/axe/club/etc)
  6. Here is what we noticed. Dedicated Server running on its own hardware (i5 4690k w/32GB ram). 2 Players connected during tests. System #1 - Intel i7 8700k w/32gb ram 1080Ti - VLAN Connection - When problem started I would see System #2 lag-gliding around with some sound effects delayed up to 20 seconds. Zombies would move erratically away from players or not move at all while being killed. System #2 - AMD Ryzen w/32gb ram 2070Ti - Connected over the Internet - Once the server process spiked to 40%, any action on System #1 would cause System #2 to drop to 10fps with lag (ping would jump from 24ms to 48ms). Lag and fps would return to normal the moment system #1 stopped performing actions other than moving. Completely exiting the game did not fix the issue but restarting the server would. For testing we had matching graphical settings to ensure it was not particle/texture related. In all cases we did not see the lag spike until we had already generated a large amount of the errors in my previous post. In a 2 hour playtest the server generated 54meg of log files due to the CheckAIRange errors.
  7. We have been doing some testing and I have seen the bug where the server drops to under 10fps in the console. While this is happening the server CPU spikes to 40% (across 4 cores) and I see a bunch of these in the server logs: (Filename: <29fadc7ec52648d5b7f9da9b8521c520> Line: 0) MissingMethodException: bool EntityUtilities.CheckAIRange(int,int) at SphereII_EAIApproachAndAttackTarget+SphereII_EAIApproachAndAttackTarget_CanExecute.Postfix (System.Boolean __result, EAIApproachAndAttackTarget __instance, System.Boolean& ___isTargetToEat) [0x00009] in <29fadc7ec52648d5b7f9da9b8521c520>:0 at (wrapper dynamic-method) EAIApproachAndAttackTarget.CanExecute_Patch1(object) at EAITaskList.OnUpdateTasks () [0x000ce] in <f9ab98ad7e8240f9bef6c6434814ba69>:0 at (wrapper dynamic-method) EAIManager.Update_Patch1(object) at EntityAlive.updateTasks () [0x00063] in <f9ab98ad7e8240f9bef6c6434814ba69>:0 at EntityAlive.OnUpdateLive () [0x00154] in <f9ab98ad7e8240f9bef6c6434814ba69>:0 at EntityEnemy.OnUpdateLive () [0x00000] in <f9ab98ad7e8240f9bef6c6434814ba69>:0 at EntityZombie.OnUpdateLive () [0x00000] in <f9ab98ad7e8240f9bef6c6434814ba69>:0 at EntityAlive.OnUpdateEntity () [0x0001e] in <f9ab98ad7e8240f9bef6c6434814ba69>:0 at World.TickEntity (Entity e, System.Single _partialTicks) [0x0015d] in <f9ab98ad7e8240f9bef6c6434814ba69>:0 at World.TickEntitiesSlice (System.Int32 count) [0x00037] in <f9ab98ad7e8240f9bef6c6434814ba69>:0 at World.TickEntitiesFlush () [0x0000c] in <f9ab98ad7e8240f9bef6c6434814ba69>:0 at GameManager.UpdateTick () [0x00033] in <f9ab98ad7e8240f9bef6c6434814ba69>:0 at GameManager.gmUpdate () [0x00261] in <f9ab98ad7e8240f9bef6c6434814ba69>:0 at GameManager.Update () [0x00000] in <f9ab98ad7e8240f9bef6c6434814ba69>:0 This error runs the entire time a zombie is trying to attack us until it dies. I'll add more info as we troubleshoot.
  8. I managed to get it to start after wiping the entire directory, then recopying everything. I still get a the following error: Loading prefab "oldwest_business_01" failed: Block 2298 used in prefab at 1 / 5 / 4 has no mapping. WRN Could not load prefab 'oldwest_business_01'. Skipping it but the server at least started up.
  9. When I try to start the dedicated server with the Server Files posted above I am getting the following error on startup: 2020-05-31T22:59:58 1976.128 ERR Loading prefab "oldwest_business_01" failed: Block 2298 used in prefab at 1 / 5 / 4 has no mapping. 2020-05-31T22:59:58 1976.129 WRN Could not load prefab 'oldwest_business_01'. Skipping it 2020-05-31T22:59:59 1977.103 ERR Loading prefab "oldwest_business_01" failed: Block 2298 used in prefab at 1 / 5 / 4 has no mapping. 2020-05-31T22:59:59 1977.103 WRN Could not load prefab 'oldwest_business_01'. Skipping it 2020-05-31T22:59:59 1977.326 INF Started thread GenerateChunks 2020-05-31T22:59:59 1977.424 INF Processing world files IndexOutOfRangeException: Index was outside the bounds of the array. at GameUtils.WaterFloodFill (System.Byte[] _cols, System.Byte[] _waterChunks16x16Height, System.Int32 _width, HeightMap _heightMap, System.Int32 _posX, System.Int32 _maxY, System.Int32 _posZ, System.Byte _colWater, System.Byte _colBorder, System.Int32 _minX, System.Int32 _maxX, System.Int32 _minZ, System.Int32 _maxZ, System.Int32 _worldScale, System.Collections.Generic.List`1[T] _listPosX, System.Collections.Generic.List`1[T] _listPosZ) [0x00053] in <f9ab98ad7e8240f9bef6c6434814ba69>:0 at WorldDecoratorPOIFromImage+<InitData>d__14.MoveNext () [0x001d1] in <f9ab98ad7e8240f9bef6c6434814ba69>:0 at UnityEngine.SetupCoroutine.InvokeMoveNext (System.Collections.IEnumerator enumerator, System.IntPtr returnValueAddress) [0x00027] in <ca1d1fd848884ed5a84a515243f09e15>:0 (Filename: <f9ab98ad7e8240f9bef6c6434814ba69> Line: 0)
  10. f**kjax literally has one of the great lakes in the middle of it. (the seed name is a running joke that started with my friends and I when we played True Survival and kept dying to the spiders/snakes)
  11. One thing I noticed is that Minibikes seem to drive MUCH MUCH slower when on a road or gravel. compared to offroad. I seem to recall this kind of issue in other mods when they made their road buff a set speed instead of a speed change, not sure if this is the case in your mod but I hate just throwing bug reports without adding something.
  12. We did a full wipe from 3.0 to 3.1. What happened was I did a fresh load for 3.1 and then ran visitmap to get our map populated prior to my buddies and I logging in for day 1. We always play day 1 as a group and using visitmap not only populates the map prior to logging in, it reduces the load on the server because it has already generated the regions and doesn't have to do it on the fly. One of the players logged in early and already had the day 1 at 1:30pm before anyone else logged in, which was not kosher. So I turned the server off and in an attempt to keep the visitmap being completed (which takes forever) I tried to reset the map and time without resetting the precalculated regions. This is what bugged out my sleeper spawns somehow. So I had to nuke the save file and then only copy the region of our base + the player files into the new save file (using same seed). This set us to day 1 again but kept our base and character progress. It didn't fix the sleepers in our region because the bugged region got copied and it didn't save all the pre-generated regions but at least sleepers in other regions work. Now to wait the couple of hours for visitmap to finish running.
  13. I managed to fix it while keeping our base and character progress by nuking the save and then copying back the player folder as well as the region file for our base. This basically reset us to day 1 but kept our base and progress. Sleepers don't seem to spawn in our region only, but all other regions are working as usual which is good enough for my buddies and I. I am 99% sure it was something I did, so unless other people start reporting this issue Jax and Team can assume it was user error.
  14. Okay I made a copy of the save folder for the seed we are using and then nuked the save folder and sleepers appear. So something with the save data got snookered (I don't discount it is something I did). Time to see if I can fix the sleeper issue without having to nuke the entire save.
  15. Very odd. Just this morning I completely wiped out the 7dtd folder on my server, recopied it from steam, added alloc fixes and 3.1.1 of Ravenhearst. I log in to check sleepers after seeing none last night and still do not see any. This is very very odd.
  16. Has anyone been having an issue with zero sleepers spawning? So far we are up to day 3 on my private server and none of the buildings we explored have had any sleepers (including the giant pharmaceuticals building). I don't even see anything mentioned in the logs about checking sleeper volume.
  17. I just did a test with Textures to High and UMA set to Low. 15GB of memory in use when I connected to the server. So far it looks like that main texture setting is the first thing someone should check if they are having issues with the performance on this mod.
  18. With as powerful as my PC is, I keep UMA set to the highest setting. Up until I expanded from 16GB to 32GB of RAM the only setting I had to bump down, in order to keep ram usage under control for more than an hour or so, was textures to half size. With it on half size I generally could go through the entire gaming night wihtout having to shut the game down to let the RAM usage reset.
  19. The RAM usage I quoted is with everything at the highest setting (except field of view and depth of field). The only thing I adjusted was Texture Size which resulted in those massive differences in RAM usage numbers. Watching the Intel Extreme Tuning Utility in Monitor mode on one of my monitors I can see that RAM usage while I play. I even checked starting the game in full texture size, playing until ram usage was excessively high, then reducing to half texture. This also resulted in an immediate drop of usage back down to around 9-10GB of ram but has the side effect of some zombies becoming invisible or having corrupted textures (a very old bug that also applied to vanilla).
  20. One thing I have found for those having ram issues: My specs: I7 8700k @ 4.8ghz 32GB G.Skill DDR3600 Nvidia GTX 1080Ti 12GB Running Software - Steam, 7 Days to Die (Ravenhearst), Mumble, Firefox, and 7 Days to Die Launcher When running full textures in the Video Options - Right after I log into my dedicated server the game is using 12-13GB of RAM. This number steadily climbs over time due to a memory leak that is present even in vanilla (at the 2 hour point the game is at around 15-17GB). When my buddies and I played the other night I actually got up to 21GB of RAM used before we all logged out for the night. When running half textures in the Video Options - Right after I log into my dedicated server the game is using around 8-9GB of RAM. This number also climbs over time due to the memory leak, though I never had it break 15GB. The rate at which my memory is gobbled up seems to accelerate if I frequently travel across multiple regions (like when I take trips to multiple traders nearby). I would assume quarter textures would further reduce memory usage. This meant back when I was running only 16GB of RAM I could not run at full textures in Ravenhearst unless I wanted the RAM to start having to use the Disk Cache within 2-3 hours. Half textures eliminated most of the issues with performance drops due to disk caching.
  21. Unless you have this implemented via some backend .dll changes, I don't think this is working. Looking in the buffs.xml file: <buff id="asphaltStaBoostTrigger" duration="1" actions="setvar(CTRroadrun, 10)" /> <buff id="asphaltStaminaEffect" duration="0" buffif="CTRroadrun greater 0" debuffif="CTRroadrun less 1" actions="increment(CTRroadrun, -1, 1, 0, 0)" > <modify id="0" stat="stamina" amount="1" rate="2"/> </buff> Okay, an obvious Asphalt boost. Looking at your blocks.xml I see the following is commented out for asphalt blocks (asphaltStaBoostTrigger is actually commented out of both blocks it is assigned to in blocks.xml): <!-- A15 <property name="BuffsWhenWalkedOn" value="asphaltStaBoostTrigger"/> --> So the buff exists, but it is commented out of the blocks and isn't applying unless you have done some .dll trickery to handle this. Other things I have found - Hitboxes on Wheat and Sunflowers are off. To harvest/hit them you actually have to aim slightly above the model instead of actually at the wheat/sunflower itself.
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