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SylenThunder

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Posts posted by SylenThunder

  1. You choose latest_experimental from the Betas drop-down menu in the game properties in Steam.

     

    REMINDER: The UNSTABLE EXPERIMENTAL Build is an opt-in version for testing. It IS NOT for long-term gameplay. Expect that it will have to be wiped at least once a week, and it is not advised to continue it on Stable when it releases around July 25th. You will experience bugs and issues as a result of not wiping your experimental save.

     

    Also note, the console version isn't on Steam. Moving this thread to a more appropriate section of the forum.

  2. Experimental is NOT for a long-term save. It is for testing and reporting bugs and checking out new features.

     

    IF you carry an experimental save over to stable, you are basically guaranteed to have bugs from the previous builds, and to miss out on new content and fixes. Already we are seeing character data lost from changes to buffs on gear, which causes the player to create a new save, or at least nuke character data.

     

    Yeah, weather effects are pretty useless atm. Since clothing was removed all armour has +20 (I think) heat and cold resistance on all sets. Clothing will come again, and weather is going to get a big rework.

  3. 5 minutes ago, noname835 said:

    Is it possible to have your mod in a .zip file so that I can analyze it, please? I would be very grateful to you.

    It is the original Ragnarok mod. The only change I made is to add the url for the image.

  4. 3 minutes ago, noname835 said:

    Thank you for your feedback, but in your screenshot, there is no image, only text. The text works without any problem, but when it comes to adding an image, it doesn't work. But thank you anyway.

     

    That text is an image. You can see it for yourself from the url in my previous posts. You cannot get the Vanilla text to do what is in that image.

     

    Here is the image...

    https://i.gyazo.com/cba072726d317f0804e675cb159efee7.png

    cba072726d317f0804e675cb159efee7.png

  5. 7 hours ago, noname835 said:
    In my opinion you do not have it on version 1.0, because I have just tested several ways, 
    for more than 3 hours, and it still does not work

    Feel free to connect to either of our V1.0 servers and take a look.

     

    This isn't some fancy edit.
    ?imw=5000&imh=5000&ima=fit&impolicy=Lett

     

    IP: 68.41.181.46

    Port: 31000 or 31050

     

    Look into your logs for any errors that might lead you in the correct direction to a resolution. That is how I discovered http:// wasn't going to work anymore.

  6. This thread died twice and has been resurrected.  Please read the Pinned threads, and if you still have an issue after troubleshooting, read the thread on how to report an issue and start your own new thread with the required details.

  7. 45 minutes ago, noname835 said:
    Hello, thank you for your answer, but it does not work, on the A21 no problems, but on the 1.0 it does not work
    And I left the point in ' <property name="ServerLoginConfirmationText" value="." />'

     

     

     

    <configs>
    
    <append xpath="/windows/window[@name='serverjoinrulesdialog']/panel[@name='content']">
    		<texture name="ItemBackground" depth="10" size="900,504" texture="@https://survivarium.eu/images/survivarium.png" material="Materials/Transparent Colored" pos="0,0" />
    	</append>
    	
    
    </configs>

     

    Capture d'écran 2024-07-06 172946.png

     

    I'm not sure what the issue is. I tested it weeks before the client went live, and it has been working fine on our servers.

     

    			<append xpath="/windows/window[@name='serverjoinrulesdialog']/panel[@name='content']">
    				<texture name="ItemBackground" depth="10" size="900,500" texture="@https://i.gyazo.com/cba072726d317f0804e675cb159efee7.png" material="Materials/Transparent Colored" pos="0,0" />
    			</append>

     

    Maybe it is because your size is not 900x500.

  8. 2 hours ago, noname835 said:
    hello, is it possible to have a version for 1.0 please?

    It works fine on V1.0. Only change is that your image source needs to be on https and not http.

  9. 9 hours ago, Fox said:

    After reading your response, I decided to launch the game (max settings of course, and capped at I think either 60 or 72fps) and see what you posted for myself, and ya, you're right. 1 main core used heavily and several cores being used for "child tasks". So does the dedicated server also work like this or is it a little different / even more single core focused?

     

    Yep dedicated server utilizes the cores pretty much the same.

  10. 3 hours ago, Fox said:

     

    I haven't done any testing in several years now, so my knowledge might be a bit skewed, but from my understanding and what I remember being told over the years, single core use isn't quite accurate (at least not for this game). The theory is that the client and probably server can utilize 2 physical cores and benefit from 2 virtual cores as well, so 4 threads total. My guess is OP has a 4 core / 8 thread CPU, which would explain the 50% utilization. If the OP has an ancient 2 core 4 thread cpu, then I stand corrected.

     

    Of course, do correct me if I'm wrong as I may be a bit outdated now.

    I was stating it as this game is the exception to the rule. However, you aren't going to see heavy usage on more than one core.  The minimum requirement for the client is four physical cores. One core will be used for the primary client thread and may often reach 100% when it is busy. The client will also send child tasks to other cores/threads. These child tasks aren't well optimized IMHO though, and the main core thread is still heavily reliant on the data that is being processed in them. So, if something is calculated on a child task using another core, that part of the equation on the main core is basically on hold until the data comes back.

    On a Windows OS system, the client is capable of utilizing 4-6 cores/threads for these child tasks. However, you won't see very high CPU usage on those cores/threads as a result. Probably only 1-2% for each. Meanwhile the primary core is clocking at 80-100% processing all of the data. 

    On Linux OS, multithreading gets utilized a lot better and the client is capable of taking advantage of all the cores. This helps to improve performance by delving out more child tasks at once and getting faster responses on them. 

     

    Still, you are limited to the capabilities of the single core. If it is an older architecture, it may not process the data as quickly, even with higher clock speeds. 

    For example, I can overclock an i7-3930k to 5.1GHz and run a server on that. However, if I run the same server on an I7-8700K running at 4.25GHz it will out-perform the old I7 by a margin of 30-40%. Because of the newer architecture, better cache, and improvements to the way threads are handled. Even though the two chipsets at those clock speeds will benchmark within 5-10% of each other in raw numbers.

     

    As for the OP, most of the AWS servers only have two virtual cores, which is half of what the minimum requirement is.

  11. Only 8 players are supported.

     

    Most modern hardware is capable of supporting 16-20 players stable. 

     

    Top-end highly optimized hardware can get up to 25-30. 

     

    This is a fully 3D Voxel game with structural integrity and complex AI. The more players on your world, the more data that is being read, modified, and written to.

     

    Also note that most game servers are only capable of utilizing a single CPU core. That means that if you have four cores, the highest activity you will see by a game is 25% usage.  7 Days will make good use of Multithreading on Linux, and limited use of it on Windows, but the primary process is still tied to the one core.

  12. 1 hour ago, Hypax3 said:

    Sorry I’m a casual player at best. What log ?

    Instructions are Pinned in the forum section and were also already posted in this thread.   Please. Even as a "casual player" you have to know how to open your eyes and read.

     

     

  13. 23 minutes ago, Hypax3 said:

    Here are the specs

     

    MODEL 
    OMEN by HP Laptop 15-dc1xxx 
    SERIAL NUMBER 

    OPERATING SYSTEM 
    Microsoft Windows 11 Home 
    - Release ID: 2009 
    - Version: 10.0.22621 
    - Build: 22621 
    CPU 
    Intel(R) Core(TM) i7-9750H CPU @ 2.60GHz 
    - Clock speed: 2592MHz 
    - Description: Intel64 Family 6 Model 158 Stepping 10 
    GPU 
    NVIDIA GeForce RTX 2070 with Max-Q Design 
    - Refresh rate: 144Hz 
    - Driver version: 31.0.15.4626 
    RAM 
    M471A2K43CB1-CTD     
    - Capacity: 16GB 
    - Type: DDR4 
    - Default clock speed: 2667MHz 
    M471A2K43CB1-CTD     
    - Capacity: 16GB 
    - Type: DDR4 
    - Default clock speed: 2667MHz 
    AUDIO 
    NVIDIA High Definition Audio 
    NVIDIA Virtual Audio Device (Wave Extensible) (WDM) 
    Realtek High Definition Audio 
     

     

    Really kind of needed the log.

  14. 1 hour ago, Caplette89 said:

    Guys I got a question. I played years ago on PS4 as Caplette_Lefou89 , so i bought the game. Then I Switched to xbox SX and bought the game again as Caplette89 because I Heard That the players Who already have the game wont have to pay for it for the New console édition. Now I noticed the other Day That the console édition is on the store. Tell me I wont have to pay for it..a Third Time ?!?!

     

    Need to read the actual information, and not random crap on the net.

     

    Alpha Exodus: Leaving Early Access | 7 Days to Die

     

    V1.0 Official Release Notes | 7 Days to Die

  15. 3 hours ago, music snob said:

    My issue is the buggy functionality of the hunting perk not working with not showing animals on the compass or map when it indicates that you found tracks. This seems to be broken.

     

    I don't see the UI icons until I get within a certain distance of them but can always see them on the map before that, so I know what direction to go. Unless it tells me that no animals were found.

  16. 48 minutes ago, SeaSquall said:

    I am not trying to be rude here, but how is not seeing a single deer in 40 days balanced?  I don't think deer should be rare spawns.  Day, noon, night.  It doesn't matter the time.  I haven't seen a single one and I looked and looked.  I didn't just sit around and hope they hop in front of me like in previous versions.

     

    This is where I have trouble. How hard are you looking? How far away from the little area around your base are you going?

    I can spend a day hunting. A single day with a T1 basic bow. I will grab at least one deer. Usually two.  Rarely will you see more that that. I will also get a couple of snakes, and a small number of chickens and rabbits. And that is before I even have point to spend in hunting on day one. I just cover 1000m² over the course of the day away from the city. Come back with a decent load of meat and will repeat the same pattern in a different region in a couple of days.

     

    I find that most people who are having trouble finding wildlife either A. never leave the city, or B. Don't actually look very far.

    Survivalist doesn't affect spawns.  I like to play on Warrior personally, but all that changes in the amount of damage zeds do to you, and that you do to zeds. Oh, and how often rage mode can trigger.  That is it. Difficulty really hardly changes anything. It's silly.

     

    Deer and bears are big meat harvest animals. They should be rare. Most of your meat supply is going to be chickens and rabbits with the occasional snake.  

    Pro-Tip... There are some POI's that have amazing numbers of animal spawns. And those roof vultures are super easy harvests for feathers early game.

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