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Pichii

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Everything posted by Pichii

  1. Bump. If you use the Auger underground by 16 block, heatmap locks as well. No zombies ever spawn till you are topside and use aug. Even checked the server logs and NO zombies spawned in 2 IRL hours of digging with an auger at full blast. Perhaps it might be easier to replicate the lock by going underground? I also have the issue with screamers performing full scream but not summoning swarms (and the oposite, where animation DOESNT trigger but hordes come anyway.) May simply be broken animation for screamer/scream.... Could be both heatmap issue and screamers.
  2. Bump. If you use the Auger underground by 16 block, heatmap locks as well. No zombies ever spawn till you are topside and use aug. Even checked the server logs and NO zombies spawned in 2 IRL hours of digging with an auger at full blast. Perhaps it might be easier to replicate the lock by going underground? I also have the issue with screamers performing full scream but not summoning swarms (and the oposite, where animation DOESNT trigger but hordes come anyway.) May simply be broken animation for screamer/scream.... Could be both heatmap issue and screamers.
  3. I think I may have a guess as to process to reproduce finally; 1. Launch steam. 2. Allow PC to enter sleep mode with Drives off. 3.Wake from sleep. 4.Run Dedi-server. 5.Wait to experience timeout. My current suspicion is that sleep mode is causing the auth failure through steam. Currently in process of confirming theory but reproducing this bug with intent proves difficult. 5. Connect to server and wait for timeout*
  4. I think I may have a guess as to process to reproduce finally; 1. Launch steam. 2. Allow PC to enter sleep mode with Drives off. 3.Wake from sleep. 4.Run Dedi-server. 5.Wait to experience timeout. My current suspicion is that sleep mode is causing the auth failure through steam. Currently in process of confirming theory but reproducing this bug with intent proves difficult. 5. Connect to server and wait for timeout*
  5. Bumping this; same issue. Mine started with Epic auth but is now down to litenetlib performing (seemingly) erroneous disconnects due to EoS (Easy anticheat service) forced-DCs. Forums for steam show workarounds indicating reinstalls of steam bootstrapper files- Ive done so and this problem persists and is unique to 7d2d and not my other games that also use EAC.
  6. New Error (Dedi-server log) 2022-05-17T15:26:36 6500.038 INF [Steamworks.NET] Authentication callback. ID: 76561198238878000, owner: 76561198238878000, result: k_EAuthSessionResponseAuthTicketCanceled 2022-05-17T15:26:36 6500.038 INF [Steamworks.NET] Kick player for invalid login: 76561198238878000 ShuFlngPu 2022-05-17T15:26:36 6500.038 INF [Auth] PlatformAuth authorization failed: EntityID=171, PltfmId='Steam_76561198238878000', CrossId='EOS_00027746b32743e2afed6afcd11f1d32', OwnerID='Steam_76561198238878000', PlayerName='ShuFlngPu' 2022-05-17T15:26:36 6500.038 INF Kicking player (Platform auth failed: AuthTicketCanceled): EntityID=171, PltfmId='Steam_76561198238878000', CrossId='EOS_00027746b32743e2afed6afcd11f1d32', OwnerID='Steam_76561198238878000', PlayerName='ShuFlngPu' 2022-05-17T15:26:36 6500.546 INF DynamicMusic: 171 successfully removed from Bloodmoon state cache 2022-05-17T15:26:36 6500.546 INF Player disconnected: EntityID=171, PltfmId='Steam_76561198238878000', CrossId='EOS_00027746b32743e2afed6afcd11f1d32', OwnerID='Steam_76561198238878000', PlayerName='ShuFlngPu' 2022-05-17T15:26:36 6500.546 INF GMSG: Player 'ShuFlngPu' left the game 2022-05-17T15:26:36 6500.546 INF Exited thread NCS_Writer_0_0 2022-05-17T15:26:36 6500.546 INF Exited thread NCS_Reader_0_1 2022-05-17T15:26:36 6500.546 INF Exited thread NCS_Reader_0_0 2022-05-17T15:26:36 6500.546 INF Exited thread NCS_Writer_0_1 2022-05-17T15:26:36 6500.595 INF NET: LiteNetLib: Client disconnect from: 73.221.215.24:62765 (DisconnectPeerCalled) Note; This player is a registered admin on the server. Nobody else is being disconnected while admin is.
  7. New Error (Dedi-server log) 2022-05-17T15:26:36 6500.038 INF [Steamworks.NET] Authentication callback. ID: 76561198238878000, owner: 76561198238878000, result: k_EAuthSessionResponseAuthTicketCanceled 2022-05-17T15:26:36 6500.038 INF [Steamworks.NET] Kick player for invalid login: 76561198238878000 ShuFlngPu 2022-05-17T15:26:36 6500.038 INF [Auth] PlatformAuth authorization failed: EntityID=171, PltfmId='Steam_76561198238878000', CrossId='EOS_00027746b32743e2afed6afcd11f1d32', OwnerID='Steam_76561198238878000', PlayerName='ShuFlngPu' 2022-05-17T15:26:36 6500.038 INF Kicking player (Platform auth failed: AuthTicketCanceled): EntityID=171, PltfmId='Steam_76561198238878000', CrossId='EOS_00027746b32743e2afed6afcd11f1d32', OwnerID='Steam_76561198238878000', PlayerName='ShuFlngPu' 2022-05-17T15:26:36 6500.546 INF DynamicMusic: 171 successfully removed from Bloodmoon state cache 2022-05-17T15:26:36 6500.546 INF Player disconnected: EntityID=171, PltfmId='Steam_76561198238878000', CrossId='EOS_00027746b32743e2afed6afcd11f1d32', OwnerID='Steam_76561198238878000', PlayerName='ShuFlngPu' 2022-05-17T15:26:36 6500.546 INF GMSG: Player 'ShuFlngPu' left the game 2022-05-17T15:26:36 6500.546 INF Exited thread NCS_Writer_0_0 2022-05-17T15:26:36 6500.546 INF Exited thread NCS_Reader_0_1 2022-05-17T15:26:36 6500.546 INF Exited thread NCS_Reader_0_0 2022-05-17T15:26:36 6500.546 INF Exited thread NCS_Writer_0_1 2022-05-17T15:26:36 6500.595 INF NET: LiteNetLib: Client disconnect from: 73.221.215.24:62765 (DisconnectPeerCalled) Note; This player is a registered admin on the server. Nobody else is being disconnected while admin is.
  8. Additional information; I disabled Dynamic Music via client side on dedi-host machine and the epic errors have ceased. Uncertain if related or not but I have not had this bug since the afternoon of 5-16-2022. Further, all the players on my server had dynamic off.
  9. Additional information; I disabled Dynamic Music via client side on dedi-host machine and the epic errors have ceased. Uncertain if related or not but I have not had this bug since the afternoon of 5-16-2022. Further, all the players on my server had dynamic off.
  10. Whenever this bug happens, dedi-host on client side gets DC from server with litenetlib disconnect due to timeout. It ONLY affects host's client connection to dedicated server. Nobody and nothing else is affected. Logs to follow in pastebin. From logs: 2022-05-09T12:36:30 1386.414 WRN [EOS] [LogEOSMessaging - Warning] Lost connection to Stomp on 'wss://api.epicgames.dev/notifications/v1/30b9e9e5f58b4f4e82930b3bef76d9e1/connect' (Peer did not specify a reason for initiating the closing) - will attempt to reconnect after 4.5 seconds. LocalUserId=[000...d32] (Client log Paste -client-) https://pastebin.com/WhJTmn23 (Connection log Paste -Dedi-) https://pastebin.com/xLiithbs (Output log -Dedi-) https://pastebin.com/5CQZJPSr (Launch Log) 2022-05-13 16:55:01 Orig CWD: S:\SteamLibrary\steamapps\common\7 Days To Die Orig process CWD: S:\SteamLibrary\steamapps\common\7 Days To Die argv[0]: S:\SteamLibrary\steamapps\common\7 Days To Die\7dLauncher.exe App.ExeName: S:\SteamLibrary\steamapps\common\7 Days To Die\7dLauncher.exe GetModuleFileName: S:\SteamLibrary\steamapps\common\7 Days To Die\7dLauncher.exe S:\SteamLibrary\steamapps\common\7 Days To Die\7dLauncher.exe -from-steam S:\SteamLibrary\steamapps\common\7 Days To Die\7DaysToDie.exe -force-d3d11 -noeac -logfile C:\Users\pichi\AppData\Roaming\7DaysToDie\logs\output_log_client__2022-05-13__16-55-01.txt Launched the game executable (EAC files did not have anything in there that was listed for posting :x ) (Map Info) <?xml version="1.0" encoding="UTF-8"?> <MapInfo> <property name="Scale" value="1" /> <property name="HeightMapSize" value="10240,10240" /> <property name="Modes" value="Survival,SurvivalSP,SurvivalMP,Creative" /> <property name="FixedWaterLevel" value="false" /> <property name="RandomGeneratedWorld" value="true" /> <property name="GameVersion" value="Alpha.20.4.38" /> <property name="GenerationSeed" value="PathNotFound" /> </MapInfo> OS Name Microsoft Windows 10 Pro Version 10.0.19044 Build 19044 Other OS Description Not Available OS Manufacturer Microsoft Corporation System Name MURPHY System Manufacturer To Be Filled By O.E.M. System Model X570 Taichi System Type x64-based PC System SKU To Be Filled By O.E.M. Processor AMD Ryzen 5 5600X 6-Core Processor, 3600 Mhz, 6 Core(s), 12 Logical Processor(s) BIOS Version/Date American Megatrends Inc. P4.80, 2/16/2022 SMBIOS Version 3.2 Embedded Controller Version 255.255 BIOS Mode UEFI BaseBoard Manufacturer ASRock BaseBoard Product X570 Taichi BaseBoard Version Platform Role Desktop Secure Boot State Off PCR7 Configuration Elevation Required to View Windows Directory C:\Windows System Directory C:\Windows\system32 Boot Device \Device\HarddiskVolume3 Locale United States Hardware Abstraction Layer Version = "10.0.19041.1566" User Name MURPHY\pichi Time Zone Pacific Daylight Time Installed Physical Memory (RAM) 48.0 GB Total Physical Memory 47.9 GB Available Physical Memory 39.7 GB Total Virtual Memory 54.9 GB Available Virtual Memory 42.3 GB Page File Space 7.00 GB Page File C:\pagefile.sys Kernel DMA Protection Off Virtualization-based security Not enabled Device Encryption Support Elevation Required to View Hyper-V - VM Monitor Mode Extensions Yes Hyper-V - Second Level Address Translation Extensions Yes Hyper-V - Virtualization Enabled in Firmware Yes Hyper-V - Data Execution Protection Yes 7d2d EXP 20.5 B2 Latest_Experimental Status: New
  11. Okay. Go ahead and try to load old map if you wish if not and you want a new map, generate one with the in-game client tools "Map tools or map generation tools" Then use your server manager to link the new map (I dont use this tool so you are on your own with that bit) And give her a go. If that fails (assuming same/similar bugs) delete that map and its saves from both the gamefile DIR and %appdata% and generate a totally new world with the mods and try again after verifying files. If that also fails, its 99% a mod conflict that will require process of elimination :x ... or the server manager tool itself. Again, make sure to link your server manager with the saves in %appdata% Afterthought; The mods folder in the DIRectory will also need the mods that are in the dediserver Directory for mods. (You need two exact copies in two different directories.) assuming the same PC that is hosting is also playing.) That might also cause those mod issues/conflicts.
  12. Just for clairification; the 7d2d DIR/Client files are the files 7d2d uses for PEER TO PEER games, not dedi-servers Its also the files YOUR copy of the game will access to play on servers. %appdata% is where dediserver saves hide.
  13. This is correct for DIR/Client files^ You need this: C:\Users\pichi\AppData\Roaming\7DaysToDie Then nuke the "Generated Worlds" folder and "Saves" Make SURE to make backups before nuking since, it appears you wish to keep game data intact if possible. PS: DONT nuke the save for the world you are trying to recover. Attempt to load the file in %appdata% NOT the main 7d2d directory. Try to load the world again. If that fails, were back to mod TS and/or server manager TS again.
  14. There was an issue with saves and the save system a while back for select hardware. Try nuking the saves folder for the game in its DIR and the %appdata% 7d2d files? There are 2 locations for saves up till recently. Perhaps a ghost file is in the other location and being accessed? Nuke save files from client side as well as %appdata%? Old saves (even if you are not loading them) can also bug out the save system for w/e reason If all that seems good, id start troubleshooting the mods after updating them.
  15. This is almost certainly a mass of mod conflicts due to the server manager and their associated strings. Certain prefabs were fixed in the most recent EXP but none of these listed issues are known bugs from what I can tell. I can directly tell you that the above logs show A. There is a chunk read mismatch (Your game data is corrupted, sorry.) B. Your null transformations denote an error in reading vehicle save manager (and or its execution thereof) C. These are almost certainly caused by mod conflictions if you made an entirely new game with a new name and map. D. Server game data and/or client save data are corrupted. Long story short, with all those mods on, there isnt much anyone but yourselves can do to help because this will take weeks of trial and error to diagnose. Delete ALL save games in your saves folder that 7d2d uses is step 1. Delete all game save and %appdata% 7d2d files. Delete ALL game files for server and client side and force the game to validate to replace corrupted files. Create a new game using client tools for world generation. Use XMLs to link the new file to the dedi server (NOT your server manager) This will confirm a good, stable load of 7d2d. Now, start adding your mods and figure out which ones conflict to kick those errors and expect corrupted files till you figure out what the issue is. PS: Youll also need to check EVERY mod and make sure they do not use the same item IDs. This will permanantly cause them to never work together and there is nothing you can do to fix this without access to mod source code. Update every single one of those mods to remove any known bug issues as well. :x I wish you luck in this endevor... Id also suggest not using a server manager and just learn to use vanilla... It prevents these kinds of mass-corruption issues and woulda made it simpler to say; Mod conflicts. instead of "Server manager and/or mod conflicts."
  16. Id strongly disagree. I definately think it would be great to have a hacker-less game but do accept it isnt possible to arms race with hackers. This is simple and easy to script and could easily be implemented, if yall chose. Sure, its circumventable like everything else in the world of hacking but if thats your opinion; why bother wasting RAM and other resources on EAC? ... Bit odd of a position to have considering you use anticheat software in the first place... A script to tracert is simple, easily implemented and just like EAC might prevent a few hands from cheating sooooo... Odd position to have.
  17. During the initial launch of A20, the servers were hit by the typical hacker(s) Except this time, I managed to pull some somewhat useful information... The hackers are using Cheat Engine service and it is a paid-for service that is international and has their own servers. The cheat client seems to be configured with an anti-tracert chicken script where once tracert makes it past the VPN, the Cheat Engine servers themselves bury the connection and drop the associated MAC/VPN. This could potentially be used against them for others/the devs of 7d2d tho I am unsure how outside of dedi-servers just scripting tracerts for newly-logged IPs. However- I can confirm via my past experiences; a tracert on the hacker that hit my server on my own PC appears to cause an auto-chicken script to trigger on their hacking tools back-end that will almost instantly disconnect them from the Cheat Engine VPN they are using to attack thereby disconnecting them from you.
  18. Just trying to point out how crazy it is youre holding free help to the professional industry standard when almost certainly the vast majority of this help doesnt have the training for what you are now requiring. You NEED forms to fill out or even better; an automated bug reporting system.
  19. Keep adding more and more and more steps to filling out bug reports to the point im just gona politely bow out after some years. I dont want to keep having to adapt to a poor information collection system. Use Google Doc and have us fill out a bug report FORM that is in a format to your liking that we can just all fill in. At this point I feel like we should all get paid with the amount of work the Pimps are requiring FREE help to do. Cant we at least meet halfway? Use googledocs and supply a form to fill out. You get less bug reports that are 'useless' and all bug reports fit the format you want. Less wasted time for everyone. Phones can use Open Office to view/edit Google Docs, same as PCs and has a free licence. Please, I beg. This bug report system sucks and ive mentioned it before but for some reason, yall keep on keepin on with a system that doesnt do its job very well; See "Unfinished bug report" section for proof... PS: Not having a PC when doing development work is like not having a car for a pizza delivery job. Wut is this? xD Supply that man a better phone for work purposes. Its a tax write off too! lol
  20. So, heres my idea; A storage box that can send sorted items to boxes. You put the items into Sorting box. The sorting box connects with pipes (like already exist in the game) and go into Recepoticle A, B, C (ect) Allow the boxes to be set by XML defs such as "Weapon" "Armor" "Medical" "Resource" (If remodeling a pipe is unpractical, can just use modified electrical wire? to send items?) Box simply checks recepticle A,B,C for tags and sends item with said XML tag into the tagged box. Ill kill 1,000 zombies if this gets added as a vanilla feature, as an offering. Happy Hunting ;)
  21. I noticed in A20 that bicycles had a buffed inventory and the trader even offered you one as a quest reward for seeking new trade routes. I was just going to suggest- instead of free why not fix the only reason nobody builds one of these bad boys unless they are new to the game? Wheels. There is no reason I would even think about building a bicycle when I could wait a few more days and just build a minibike. Wheels and acid are the main bottleknecks for your mobile empire and thus, there is never a reason to build one. So, my suggestion is with these pipe weapons rework, make a bicycle tire that isnt a regular motor vehicle tire. (Its not that way in real life too ya kno, the two are very different.) new graphic (Please make it cheesily square or just bent as all heck. :D) Materials: 10 duct tape, 1000 iron, 25 polymers. (Its raw iron and we gota bend it like a bender bot, were gona waste alot.) This cost will keep them expensive but affordable once you get a base up and, offers a vehicle early if youre a 'live out your backpack' type fellow as well as adding mobility utility early enough and at a reasonable enough cost I may actually consider making one and paying the cost.
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