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SylenThunder

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Everything posted by SylenThunder

  1. How to report an issue. A published Speccy output would be useful as well as a log. Publish the Speccy report please, don't copy-paste text into pastebin.
  2. Access to your save folder is denied. Either it's a permission issue, or security software is blocking it. The latter is most likely, and covered in detail in the Support FAQ.
  3. Outside of glancing at a post on Steam that looked similar to this, I haven't heard of it. How to report an issue. https://community.7daystodie.com/topic/3956-how-to-report-an-issue-please-read-before-creating-new-threads/
  4. I see a lot of warnings for EoS, but not sure that is related. Be sure you have excluded the client and save from security software. Details are in the Pinned support FAQ. The actual error when you are trying to join relates to an invalid block type. This usually indicates either corrupted client files, or mods being involved. Don't validate until after you have done the exclusions. That could be the reason for the corrupted data.
  5. So to create it, you just make a stun baton and place the repulsor mod inside before using it? Nope. Just tested that, and it didn't work. Will need someone to reproduce this and post a log when it happens.
  6. When it happened to me, I was building a base in the area. During the base building, something occurred in the area that basically made my client crash. (I think I spoke with you about this elsewhere Jugg.) So in fixing the issue, I had restored the region file for that area from a backup that was taken like 15 minutes prior. After doing some building and playing for a few hours, I decided to cut down the trees around the base. That's when I noticed the duplication. It was occurring in every tree around the base. I didn't go further out in the region to test it though.
  7. SE isn't fully 3D Voxel though. Only the structures are voxel. The landscape is a moldable mesh with no SI calculation data. There are backup files in the save that you can use to recover. You just have to utilize them after the crash, and before you load the corrupted save. Again, instructions on this are in the Pinned FAQ thread. As is a workaround that may work if you loaded the corrupted save and broke all the backup files. If they were to progressively save your game, you would end up using several gigabytes of disk space for each save. For an older computer, this would essentially pause game progress for a minute or two while the save occurred. It doesn't come down to a matter of common sense. It comes down to how the data is managed, and the limitations of supporting older hardware. In your 30 years of gaming, you haven't come across a game yet that handles as much raw data live as this one does.
  8. PvP has been disabled on the server for now. It only takes a few @%$#s to ruin it for everyone else. Pretty sure text chat didn't have anything to do with this. Did discover some players basically demolishing part of a city though, which could have caused it.
  9. In your example.... steamcmd +login anonymous +force_install_dir "C:\Servers\Server7DTD_Undead Legacy" +app_update 294420 -beta alpha20.7 validate
  10. This is a fully 3D Voxel game. The world and player data is constantly being loaded and saved as you are playing. If you improperly shut down or exit the client while this is happening, that data will get corrupted. Just like core operating system files on your PC will get corrupted when you shut down improperly. There is no automatic save because of this, and no incremental save because unline 99% of the games in the industry, your save isn't a small 256kb file. Even games that have larger saves up to 150MB cannot compare. Just a single region file where you have your base could be over 1GB in size. As you move around chunks are being loaded and saved constantly. And honestly, knowing this, you can prepare for when you have that kind of issue. Don't try to start the game up after you exit incorrectly. Back up your save files and follow the recovery steps that are outlined in the Pinned Support FAQ.
  11. 1. You should not be using Vulkan on that setup. Switch the renderer to DirectX from the game launcher. 2. EoS is blocked/suppressed and unable to establish a connection. Ensure the client and save folders are fully excluded from security software. This is covered in the Pinned Support FAQ thread. 3. Ensure you are not using a custom Pagefile setup. It should be set to "System Managed". If you don't know what this is, you likely don't need to worry about it. Once that's done, validate the files a few times and restart the computer.
  12. Yeah, brender was never a vanilla command. You can always look at the Wiki for the commands. It's usually pretty up to date.
  13. No, this should be fixed in a21.1.
  14. Which ones? Here is a chart. BadPlayer Gaming 7 Days to Die A21 Damage ChartB324.pdf - Google Drive
  15. How to report an issue. Need Logs from when this happened
  16. Ahh from the future I see! Common forum etiquette would have been to at least read the posts in the thread before you made a reply to the thread. The last post in the thread is literally a link to the Pinned post that you should have looked at before you made your post. Without the information provided by following those instructions, we can't help you. Your lack of reading comprehension is only hurting yourself, and wasting the time of those who might be inclined to assist you with your issue.
  17. Player data on the host is corrupted. Usually caused by improper shutdown or disconnect. Your friend will need to go into their saves folder and open the Players folder. Then they will need to delete these files while their client is closed. EOS_0002b65047014a52b693cc12e516fd89.ttp EOS_0002b65047014a52b693cc12e516fd89.ttp.bak Once that is done, your character will be reset and you should be able to join again.
  18. If I got a nickel, I could probably buy a PS5.
  19. This thread started with a20, so let's close it and keep to the current thread for a21.
  20. Nowhere were all of these doors promised to be player craftable. A lot of what they talked about was using the doors and new machanics in POI design. Vedui's own words.. "Listening to Joel and Rick, it sounds like you will be able to craft a bunch of these for our own bases. At least, that's what we hope for." He even goes on to say, "It would be a big pity if they only existed in POI's, and we were unable to craft them ourselves. We shall see." Expectation vs reality moment. You expected something that was never promised to be possible. You made a poor assumption and were disappointed by reading something that wasn't stated.
  21. Yeah, I recall for years Joel being extremely adamant about the visibility of the wires, and how it was part of the look and feel of the game. He probably even mentioned a few times that it wasn't something they would change. So imagine my surprise when now they are invisible. IMHO, something like this could be an option. However on a similar note, too many options just muddles the settings. As easy as the game is to mod, I would hope this could be something as simple as a flag in the xml.
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