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bobross

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  1. Just wanted to chip in on the subject of Twitch Integration from a slightly unusual viewpoint. I am not a streamer, I have no intentions of being a streamer, and - in general - I don't quite "get" why people like to stream. What I am, is an IT professional who gets a huge kick out of running servers for my friends and playing with them on said servers. Several of my friends are streamers. Hands down some of the absolute best fun we have had in this game is when we're on with a streamer friend and her viewers start trying to harass us to death with all the various spawn options. It's hilariously fun for everyone playing, not just the streamer and their audience. It's definitely well worth the amount of effort that went into it, and I'm glad more is coming. When we switched to another game for a stream, it was actually kind of boring.
  2. I sincerely doubt you'd have a problem with a headless server. Before my upgrade, I was running two instances (granted, as docker containers, but still) on a Ryzen 5 1600AF with 64GB of RAM. At no point did I ever see the CPU load, even with 6-7 players on each server, exceed 15%. Usually it was around 3-5% per instance. Memory usage was usually right around 4GB per instance; maybe spiking up to 6 or 7GB but I doubt it. Now, that's as I said, in Docker containers and on Linux. Right now with nobody playing I'm sitting at 4GB of RAM and 0.7% of CPU. I have no idea what you might run into on a Windows platform, but really, you're not likely to have issues with that hardware for a long, long time. EDIT: Yes, my numbers are A19 and he was asking about A20. The point is, CPU usage for a server is MAYBE 1-2% on A19 for a similar generation CPU. Nothing I've seen or heard indicates A20 is 50-100 times harder on CPU usage for servers, and while it does use 4GB of RAM, I doubt the game will increase RAM usage by a factor of 6.
  3. I do not - I presume that was the server saying "I just had someone disconnect, but there was nobody connected that matched that". Apologies for the delay in getting back to this. I was able to resolve this by nuking and completely reinstalling the dedicated server. Still don't know what the problem was, but it works now.
  4. Currently getting this same issue. I've nuked and reinstalled the server, nuked and reinstalled my game client, cleared out %APPDATA%/7 Days to Die, and I'm about out of ideas. This is without EAC enabled. Here's excerpts from the client and server logs - it won't let me attach text files apparently. From the looks I'd say it's a client issue - Server's just not getting information. Client: 2021-02-19T16:43:37 12.620 INF Started thread ServerBrowserListUpdater 2021-02-19T16:43:40 14.745 INF Connect by IP 2021-02-19T16:43:40 14.749 INF Connecting to server 10.20.50.147:26900... 2021-02-19T16:43:40 14.749 INF NetPackageManager Init 2021-02-19T16:43:40 14.764 INF NET: LiteNetLib trying to connect to: 10.20.50.147:26900 2021-02-19T16:43:40 14.776 INF NET: LiteNetLib: Connected to server 2021-02-19T16:43:40 14.779 INF Exited thread ServerBrowserListUpdater 2021-02-19T16:43:40 14.781 INF Started thread NCS_Reader_0 2021-02-19T16:43:40 14.781 INF Started thread NCS_Writer_0 2021-02-19T16:43:40 14.801 INF Started thread NCS_Reader_1 2021-02-19T16:43:40 14.801 INF Started thread NCS_Writer_1 2021-02-19T16:43:40 14.805 ERR NCSimple_Deserializer (ch=0): 2021-02-19T16:43:40 14.805 EXC Unknown NetPackage ID: 255 UnknownNetPackageException: Unknown NetPackage ID: 255 at NetPackageManager.getPackageInfoByType (System.Int32 _packageTypeId) [0x00019] in <e9521218400243e9ac8c145545b586cf>:0 at NetPackageManager.ParsePackage (PooledBinaryReader _reader, ClientInfo _sender) [0x00006] in <e9521218400243e9ac8c145545b586cf>:0 at NetConnectionSimple.taskDeserialize (ThreadManager+ThreadInfo _threadInfo) [0x001e5] in <e9521218400243e9ac8c145545b586cf>:0 UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object) UnityEngine.DebugLogHandler:LogException(Exception, Object) UnityEngine.Logger:LogException(Exception, Object) UnityEngine.Debug:LogException(Exception) Logger:masterLogException(Exception) Logger:Exception(Exception) Log:Exception(Exception) NetConnectionSimple:taskDeserialize(ThreadInfo) ThreadManager:myThreadInvoke(Object) System.Threading.ThreadHelper:ThreadStart_Context(Object) System.Threading.ExecutionContext:RunInternal(ExecutionContext, ContextCallback, Object, Boolean) System.Threading.ExecutionContext:Run(ExecutionContext, ContextCallback, Object, Boolean) System.Threading.ExecutionContext:Run(ExecutionContext, ContextCallback, Object) System.Threading.ThreadHelper:ThreadStart(Object) (Filename: <e9521218400243e9ac8c145545b586cf> Line: 0) 2021-02-19T16:43:40 14.811 INF Exited thread NCS_Reader_0 2021-02-19T16:43:40 14.811 INF Exited thread NCS_Writer_0 2021-02-19T16:43:59 34.611 INF Exited thread NCS_Reader_1 2021-02-19T16:43:59 34.611 INF Exited thread NCS_Writer_1 2021-02-19T16:43:59 34.631 INF SaveAndCleanupWorld 2021-02-19T16:44:00 34.632 INF [Steamworks.NET] Stopping server 2021-02-19T16:44:00 34.632 INF [Steamworks.NET] Exiting Lobby Server: 2021-02-19T22:43:40 2782.186 INF NET: LiteNetLib: Connect from: 10.15.0.77:59043 2021-02-19T22:43:40 2782.188 INF Started thread NCS_Reader_5_0 2021-02-19T22:43:40 2782.189 INF Started thread NCS_Writer_5_0 2021-02-19T22:43:40 2782.191 INF Started thread NCS_Reader_5_1 2021-02-19T22:43:40 2782.191 INF Started thread NCS_Writer_5_1 2021-02-19T22:43:40 2782.191 INF [NET] PlayerConnected EntityID=-1, PlayerID='', OwnerID='', PlayerName='' 2021-02-19T22:43:40 2782.193 INF NPCID.Write 2021-02-19T22:43:40 2782.683 INF Time: 41.66m FPS: 20.00 Heap: 1212.4MB Max: 1240.3MB Chunks: 0 CGO: 0 Ply: 0 Zom: 0 Ent: 0 (0) Items: 0 CO: 0 RSS: 2884.2MB 2021-02-19T22:44:00 2802.037 INF NET: LiteNetLib: Client disconnect from: 10.15.0.77:59043 (RemoteConnectionClose) 2021-02-19T22:44:00 2802.037 INF [NET] PlayerDisconnected EntityID=-1, PlayerID='', OwnerID='', PlayerName='' 2021-02-19T22:44:00 2802.037 INF Disconnected player not found in client list... 2021-02-19T22:44:00 2802.038 INF Player disconnected: EntityID=-1, PlayerID='', OwnerID='', PlayerName='' 2021-02-19T22:44:00 2802.038 INF Exited thread NCS_Reader_5_0 2021-02-19T22:44:00 2802.038 INF Exited thread NCS_Reader_5_1 2021-02-19T22:44:00 2802.038 INF Exited thread NCS_Writer_5_0 2021-02-19T22:44:00 2802.039 INF Exited thread NCS_Writer_5_1 2021-02-19T22:44:10 2812.699 INF Time: 42.16m FPS: 20.00 Heap: 1208.0MB Max: 1240.3MB Chunks: 0 CGO: 0 Ply: 0 Zom: 0 Ent: 0 (0) Items: 0 CO: 0 RSS: 2884.1MB
  5. I know a couple of people have mentioned the marble texture thing, just wanted to point out that I've been getting that on random occasion since A17 I believe (definitely in A18), and I am getting it on RWG-generated maps currently, so it is definitely NOT an issue with NitroGen. I would love to know what the hell is causing it though. Had it in one POI where it was both covering a doorway and as blocks along an edge of a roofline inside an attic.
  6. For the backpack buttons, I'm assuming that for them to run on a server and the players to actually see the buttons, they need it installed locally, yes?
  7. I will accept the validity of me not including a link to the full post in my original, but grossly misrepresenting is - in my opinion - EXACTLY what Alloc did. He did not investigate in detail, he did not contact the mod developer to discuss the issue (or if he did, he made no effort to indicate such), and instead chose to go into someone else's thread, a long-running thread that was used to announce updates for two separate but related mods, and chuck one of them in front of a bus. That's irresponsible behavior from a community member, but it's far, far worse when it comes from a dev and he should damned well recognize that fact. I did not "grossly misrepresent" Alloc's statement, Roland. What I did was call him out on unprofessional behavior by a dev and challenged him to apologize for mishandling it. I in fact did not indicate that I had an opinion either way on whether he was right or wrong, and I don't know how much clearer I can be than "Your points may be valid, but that is completely beside the point." He could've been absolutely right in every particular and Prisma could've been the fount of all that is bad and evil in the gaming community, and Alloc STILL would've been in the wrong, because he handled it the wrong way. Sure his explanatory post moderates some of it - and therefore it should've been included in the original post, but it wasn't. And the post STILL should not have been made without attempts to rectify it before denouncing someone else's work to the community from the pulpit of Officialdom.
  8. @Alloc - you told us to start a new thread and @ you in it if we wanted you to read it, so here is mine. I'm going to include the text that I see if I look at your recent posts page in your profile, because it makes the point better than I ever could: Sir, if you haven't checked in detail, then I suggest you shouldn't have opened your mouth until you HAD checked in detail. You're an employee of the company, your words have FAR more weight than the average poster, or even high-profile modder, could ever have. You have single-handedly destroyed a tool that was actively used and developed because YOU object, personally, to something about it, and couldn't be bothered to reach out to Prisma to discuss it with him FIRST. If you DID reach out to him to discuss it first, you damned well should've said so in the original post, along with any comments he made indicating he wasn't receptive - something I find extremely hard to believe would've been the case. Again, whether you were speaking for yourself or The Pimps, your comments bear the official seal of disapproval whether they should or not. If you have a concern regarding licensing of your own work being violated, or your own work not being attributed by another, then the proper response is a private message, not a public shutdown. I like and use your tools to manage my server, and I'm relatively new to using Prisma's CPM. It would appear I won't have much chance to continue using it moving forward because you chose to slap him down out of a clear blue sky. Your points may be valid, but that is completely beside the point. They read very much like you put no thought into presentation or reception by others, nor did you consider the consequences to the community as a whole when you chose your approach. Speaking as someone who is a manager in IT, if one of my people had pulled this sort of stunt, they sure as hell would've had a nice long chat with me. I can hope someone's having it with you, and personally feel you should apologize to the community and Prisma for taking the route you chose. It's not that your concerns are unjustified, it's that you handled them in what could be the worst way possible. Respectfully, A random amateur server admin.
  9. So, suddenly the map IS working for me, after ignoring the browser tab for four hours and then refreshing. No restarts on the server.
  10. Alloc, I'm not sure if I'm doing something wrong here or not, but we're not seeing the map generate at all on our dedicated server. I go and load it up in a browser, and I can see trackers for all players, animals (if I look closely) and hostiles, but there's no actual map drawn. I just updated to the latest fixes to see if that made a difference, and it did not. I will state that I did put an old webpermissions.xml into the folder, but that was after loading the unaltered one first. The older one was to see if it made a difference. EDIT: In the process of making sure player info and log still work, I see this in the log (and yes they all work except map): 2019-10-08T16:49:36 2074.202 INF Error in Web.HandleRequest(): System.NullReferenceException: Object reference not set to an instance of an object at System.Net.HttpConnection.get_RemoteEndPoint () [0x00000] in <c9226b2f33b7421e85bb391f94075e49>:0 at System.Net.HttpListenerRequest.get_RemoteEndPoint () [0x0000b] in <c9226b2f33b7421e85bb391f94075e49>:0 at AllocsFixes.NetConnections.Servers.Web.Web.DoAuthentication (System.Net.HttpListenerRequest _req, AllocsFixes.NetConnections.Servers.Web.WebConnection& _con) [0x0003b] in <563c14ed088347ba9435fd8ab8c282fe>:0 at AllocsFixes.NetConnections.Servers.Web.Web.HandleRequest (System.IAsyncResult _result) [0x00073] in <563c14ed088347ba9435fd8ab8c282fe>:0 Not sure if that actually has any relevance to the issue, but figured I'd include it. Timestamp coincided with the access to the web page originally, rather than checking logs/players.
  11. Grabbed it and poking. The only thing I'm concerned with - since I can't see the A18 serverconfig.xml yet - is the default difficulty. I know Madmole said it was turned down to Adventurer, but the script is still defaulting to Nomad (2). Not sure if it's that Adventurer is now (2), or if it should be adjusted before A18 rips a lot of peoples' faces off.
  12. Yeah, that's about what I expected (with the password). No worries on the scripts, part of my problem was I didn't know where the devil the default serverconfig.xml was - I hadn't used it in ages. Grabbing that will be solid enough, but appreciate the response!
  13. Right, will take a look at that then. The script's teasing, saying there's an update for latest_experimental, downloading it, and not apparently installing it too, but I'm going to guess that's got more to do with it not being actually released than the script itself. Thanks!
  14. No they wouldn't, but I also prefer to use `7dtd.sh instances create` for my config file, which is almost certainly going to generate a not-quite-right config. (Just the "drop on death/drop on quit" change to line them both up with each other would cause a potential issue.) I mostly just want to make sure that none of the config file changes are drastic enough to break something.
  15. Alloc is there any changes needed to the management scripts for A18? Since I saw that you updated the improvements already but there's no update for scripts, is it safe to assume they're good to go? I'm explicitly wondering about RWG and instance creation in this regard; I don't want to go try and generate a server world and have it blow up on me.
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