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funk

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Everything posted by funk

  1. This isn't a normal network timeout issue though. The time out occurs because the whole client completely freezes due to inventory open lag problem, long enough for the server to time you out(disconnect you from the server), and therefore you also get the time out message. Many people have that problem, but on slower computers, or wrong windows settings more than 2 seconds 5 seconds, 10 seconds etc whatever is enough for the server to time you out because your game isn't sending any more data in that timeframe. The original poster mentioned his ping is fine.
  2. Respectfully I disagree that it isn't the same issue, it is exactly the same. Just that if the delay is so long(on older systems too, whatever the cause) it eventually times out. You only have to look at the original post to see, the symptoms and behaviours are the same. Exactly this was/is occuring to my friend's PC(I also tested the same thing on my older PC to figure out the issue) and was solved by making the game client not freeze for too long by removing the page file from the hard drive and only leaving a page file on the SSD. Keywords are "inventory", "loot something" "game will suddelnly freeze completely", "Network Timeout issue". All were occuring on my friends PC and also my older PC, the first 3 ocurring on my faster PC. Too long a freeze and the time out occurs....If you are playing on your own server you wont have a time out, only the freezing.
  3. I know this is more than a year later, but my friend was having the same issue. There is a general bug with Unity engine that unloads certain assets and has to load them again. The disconnecting/timing out to the server was occuring when opening inventory/map/searching loot. WiFi to Ethernet didn't help. This problem cannot be caused by WiFi, but it doesn't help being on WiFi when you add it together the local freezing with your game client and therefore it doesn't respond to the server because it only happens after a while when assets are unloaded for too long. In the beginning opening inventory/loot/map doesn't freeze but after 10-20 mins it occurs. More RAM helps going from 16GB to 32GB, but we found out that my friend's page file which was located on the Hard drive and not SSD was causing the issue. Loading/unloading assets and joining to my server was much faster after that, although it still freezes for a few seconds, after a while again, although it's not enough for the server to see a time out/not responding client. To add even more to this, my computer with 32GB RAM, Ryzen 5 2600, and around 2500MB NVME SSD still has the inventory lag issue, but my GF's new laptop which has a NVME PCIE 4.0 SSD @ 6500MB/s doesn't have inventory lag at all. Now I'm not 100% sure that's what the problem is, as the new laptop is runnign Win 11, has a i7 12700H 14 Core CPU, faster than my Ryzen so idk, but it seems that way considering what my friend's PC has tried and what I've seen with the new laptop's specs and no inventory/looting lag at all..ever... and my friend's PC has a SATA SSD(around 550MB/s). Also to add to all this, we are running 15K map size and Undead Legacy with many compopack POIs, so this would make it use alot of RAM(especially when joining the server)goes all the way to 32GB usage. I'm not sure if more than 32GB would completely alleviate the issue SSD page file trick or not.
  4. I'm really sick and tired of these very flat looking maps the normal settings in A20 generate. I have been getting somewhat nicer looking maps with setting the sliders of rivers(godawful S shaped) to none, craters, canyons and lakes to high, plains all the way down to zero, hills all the way down and mountians all the way up, but using a 15k map size. This finally adds roads and dirt wilderness roads that can go through and around mountains somewhat, but I want more wilderness POI's to spawn on moutainous areas because I want to leave the flat areas left for cities and towns. Would there be perhaps a height setting for wilderness POI's to spawn at? At least until Teragon gets released. Even with plains all the way down, I still get so much empty flat areas though. RWG in A20 is so uninspiring.
  5. Aww dangit, will there be a replacement modlet for that?
  6. I'm just wondering how often minor updates get released. I was thinking of waiting for 4.1.1 if there will be some incompatibilities with current maps/playerdata etc with 4.1. Anybody have any idea?
  7. I think I may have posted this in the wrong section, can a mod please move it over to the correct one? Thanks if so.
  8. I'm trying to edit rwgmixer.xml for Darkness falls 4.1, my question probably also applies to vanilla A20.6 too. No matter what I try with the water_border propety section section of Mods\0-DarknessFallsCore\Config\rwgmixer.xml <property class="water_border"> <property name="scale" value="0,1"/> </property> I assume this means for example that water will start at 0 and fill up to 1 all around scale wise? Or is it a range where I should state it to always at have a border of at least 1 all around up to 1.5? Other things I don't know: <property name="border_step_distance" value="64"/> I'm not sure what it does, I've tried reducing it, making it zero, tried removing it, tried removing both water_border and this to see if I could just have land all around, but still have no affect. P.S. It seems alpha 20 automatically creates a 1km empty border all around each size of map, e.g. a 15360 map size is actually a 16384 map size where whatever is generated: land, water, and then a 1km empty border all around which seems a huge waste. I wish there was a way to use that 1km empty space for a water border, instead of having to make it 1km empty space, then say a 1km water border, then land in the middle. I guess that empty space is hardcoded? and would require a third party map generating tool to make true 16km maps with water borders beginning at the edges or at least closer to it. I've attached examples of what I mean in my P.S. section, but would be glad to make a water border inside of that empty area all around if possible.
  9. I never played Alpha 19 DF but having a look at https://gitlab.com/KhaineGB/darknessfallsa19client/-/blob/master/Mods/2-SphereIICore/Config/blocks.xml is the same corresponding file, and looks like it's enabled by default in the A19 version. The line is <property name="CaveEnabled" value="true"/>
  10. It's not enabled by default. I enabled it inside the Mods\0-SCore\Config\blocks.xml file
  11. Seems my randomly generated world doesn't have any portals at all above ground in the wasteland area, no towns in wasteland area and also the no radiation. Though I activated cave generation, I might try disable that and try generate a new world. edit: Never mind about the no radiation in wasteland areas, a new player under level 4 has xp protection and as a side effect, radiation protection lol😅, but I still have the issue with no portals and no towns in the wasteland area seemingly. Any command I can do to check if there area actually portals somewhere? Or other things I should check for before I use it to play on? 🤔 I am concerned I won't be able to find any good loot with the change where loot bonus is only in the wasteland, but no towns and not much POIs in there would hinder that when I make radiation clothes. 😐
  12. So managed to get all darkness falls POIs spawned pretty easily after modding the rwgmixer file included in my dedicated server "\Mods\0-DarknessFallsCore\Config" by just increasing the options available under large world size which uses 13000-17000 range of values which fall under my 15360 map size. <property name="few" value= <property name="default" value= <property name="many" value= and maxtiles and mintiles in each section to reflect the same as what "many" is set too. As I don't know how to set that when using dedicated servers, you can do that in game though I think. Oh, and I don't need to search the POIs included using the in game method. You can just look inside the prefabs.xml file in your generated world. These are what's showing now in my generated world when I search using notepad++ and I got all traders: So now I just need to check are the portals spawning at groundlevel on the wasteland. I noticed there don't seem to be many in the maps included in 4.1. Is that normal? Also is there anything else I should be checking before I start a game on my map?
  13. I guess Random Generator doesn't give me all the darkness falls POIs. I've tried a few 15360 size maps and always something is missing or more. I was thinking of trying to edit the rwgmixer file as I remember from my Starvation Mod alpha 16 days where I edited the xml to make it so that max_count="1" and added a min_count="1" to make it so that a POI should spawn as long as there was room for it, but in the latest alpha's that xml format has changed, so no idea if there is an option like that anymore, or even if Khaine would've added something like that already.
  14. lol, What a coincidence SnowBee, was just watching your "MASSIVE Update, Darkness Falls 4.1 Released, 7 Days to Die" video on youtube literally this moment to see if you may have mentioned something about this. Thanks mate.
  15. I don't like how in 4.1 the large maps are only 12288 size now, so want to generate my own bigger one. Does Random World Generator work in version 4.1? and if so, are there POIs I would need to check before I start playing on them? P.S. I was playing on 4.03 before and had problems with the 6x8 elevator at extreme depths/heights(bedrock level to above ground level), where it would get stuck like it was still moving, but I figured out the issue was the part of blocks.xml in DarknessFallscore "<property name="ModelOffset" value="0,0.92,0" />". So I disabled that line and it was working fine at any depth/height(it may work even with a different offset setting but cbs to test). After that I ended making some more edits to the xml's containg 308's Elevator Mod where I created Titanium Elevator versions of those elevators available as recipes, since I found the normal wooden ones were too weak always getting destroyed by my vehicles. Idk if I can post the edits, it's my first time modding this much. I really wanted to make the Titanium Elevator versions as a modlet but the game could never find the unity3d asset from the original DarknessFallscore mod, so left them as edits to the xml file.
  16. Is anyone having issues with the 6x8 sized Elevator? I have two elevators going from all the way to the bottom till past ground level, maybe 6 blocks above it. Mine gets stuck saying it's in use even though it already has reached the level, but it keeps playing the sound as if it is moving. The slightly smaller 4x6 one works properly, and the 2x2 that I have is also working good. To get the 6x8 working I have to bring it further down, decrease the height it moves vertically. I really would like the 6x8 as the 4x6 is pretty tight fitting most big vehicles.
  17. I have a problem with my server, spent all day fixing my base and finally was going to set up blade traps and electric fence. I placed down a geneerator and battery bank, connected the generator to battery bank and it froze my game. I had to restart my pc and end my game and try to join, frozen again. Another player who then moved to that chunk that holds the generator and my base got frozen and same thing. I then tried to restart my dedicated server, same thing again, but other player rejoins from a location before she moved to the problem generator location and minibike stuck there, as soon as they reach the minibike again frozen game. Sigh...😥 It's a bit strange, I had a bit of a game freeze when I first tried to connect a generator to a battery bank but it quickly resumed. This time not. edit: So I remembered something from my previous experience of trying to move saved chunks to a new version of a save and found that nothing was connected anymore in regards to electricity. I remembered the power.dat file. So I removed that since the power.dat.bak was already a overwritten, and removed both. I could connect to my server again, but as soon as I tried the same connecting the generator to battery bank it froze again. I may try something different, hopefully anything else electrical doesn't have this issue and i just don't try connected generator --> battery bank anymore. edit2: So this time I removed both generator and battery bank, placed them differently and it's working no freezing! I'm not sure if a specific configuration causes the issue or not.
  18. You could also just open cmd.exe as admin and use the command "mklink /J 'path you want to save to' 'original path'" E.g. mklink /J C:\Users\"windows username"\AppData\Roaming\7DaysToDie D:\7DaysToDieSaves replace "windows username" with your username, make sure the folder doesn't exist on the C drive, but should exist on the D drive or whatever drive you want. This will create a "link" to files on the D drive which make them look like they are saved to the C drive http://c-aviation.net/mklink-j-useful-tool-for-moving-fs-files/
  19. So, something new I tried. I removed "SteamNetworking" from "ServerDisabledNetworkProtocols" option in my serverconfig.xml file and the player that couldn't join directly but only through joining through a friend, can now join directly. Looking through the log I can see for that particular player only, they initiate a connection with a proper IP address, and then it initiates a "P2PSessionRequest" with a different IP address and what seems to be a CG-NAT address on their side. So it seems the issue which unusual, and even though you have port forwarded properly on the server side, is the clients CG-NAT. Normally CG-NAT is only a problem for people trying to host a server 🥴 So strange. I've made a new pastebin of the log, still getting those "[NM] DataReceived: bad!" spamming messages too, and I've hidden the IP addresses and client ID's. https://pastebin.com/ubswGTzv
  20. There is a "ServerIP" option listed in the logs if you have a look, but even though adding that to the server's xml config file it doesn't seem to change which IP address it uses. Just defaults to the main one. It even shows that option changed in the logs when you add it. Yeah all port forwarded and not using a VPN, some strange problem but alpha 19 works as normal.
  21. Is that for the client or dedicated server that it works under Linux?
  22. Hmm, if that were the case then how would the others be able to connect without issue? My server is located elsewhere, not on my own internet provider. Are there any other ports I need to forward server side other than 26900-269xx ? Or could the issue be the client's firewall blocking ports?
  23. I made a pastebin, the player has tried cleaning save data through the launcher, even deleting the actual folder, and even trying uninstalling 7 days to die and deleting the 7 days to die game folder and reinstalling. They haev also tried manually isntalling Easy anticheat app located in the game folder https://pastebin.com/JZbSbv4w
  24. This is what shows in my dedicated server console, weird it's like the player doesn't get a steamid and therefore EOS id. 2021-12-11T19:35:46 76367.738 INF [NET] PlayerConnected EntityID=-1, PltfmId='Local_<none>', CrossId='<unknown/none>', OwnerID='<unknown/none>', PlayerName='' 2021-12-11T19:35:51 76372.890 INF NET: LiteNetLib: Client disconnect from: 1.2.3.4:51160 (Timeout) 2021-12-11T19:35:51 76372.890 INF [NET] PlayerDisconnected EntityID=-1, PltfmId='Local_<none>', CrossId='<unknown/none>', OwnerID='<unknown/none>', PlayerName='' 2021-12-11T19:35:51 76372.891 WRN DynamicMusic: -1 was not in Bloodmoon state cache on disconnect 2021-12-11T19:35:51 76372.891 WRN Client disconnected from dy mesh: Id: -1 Total: 0 2021-12-11T19:35:51 76372.891 WRN Client disconnect complete for -1 Total: 0 2021-12-11T19:35:51 76372.891 INF Disconnected player not found in client list... 2021-12-11T19:35:51 76372.901 INF Player disconnected: EntityID=-1, PltfmId='Local_<none>', CrossId='<unknown/none>', OwnerID='<unknown/none>', PlayerName='' 2021-12-11T19:35:51 76372.901 INF [EAC] FreeUser: EntityID=-1, PltfmId='Local_<none>', CrossId='<unknown/none>', OwnerID='<unknown/none>', PlayerName=''
  25. Idk about the message spamming but I found the culprit of why my server isn't listed, actually that server in the steam list wasn't mine(someone with the same server name). The problem is 7 days to die dedicated server is binding to a network adapter that I have not port forwarded for. I thought it binds to all network adapters I'm using Windows an I've tried ForcebindIP but that isn't compatible with 7daystodieserver. Guess I'll have to port forward for the adapter it automatically selects.
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