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SylenThunder

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Everything posted by SylenThunder

  1. The settings are defined in the config file on line 16. <property name="ServerVisibility" value="2"/> <!-- Visibility of this server: 2 = public, 1 = only shown to friends, 0 = not listed. As you are never friend of a dedicated server setting this to "1" will only work when the first player connects manually by IP. --> You will also need to have set the Region (line 11) and Language (line 12) options.
  2. Can you imagine all the kids screaming when their 10 saves for scrubbing are taking up 20GB of space on their drives? This is a basic function in games whose save files are less than 150MB, and who are only storing small amounts of static data. 7 Days is constantly reading and writing map and character data, and just one map region can far exceed the size of the other games saves because of the amount of complex data that is in it. My current save is 1.7GB. If there were a rolling backup of 5 instances, then the total save storage would be 10.2GB. I normally have three or four different games going, so that comes to over 30-40GB of storage. Not to mention, what is your PC doing when it's making those backups? Well, since you're playing it's going to put a bit of strain on your CPU, RAM, and Storage to make that backup happen. People already complain about their PC's struggling just to play. Time is better spent in fixing the crash issue.
  3. Don't forget this very forum. It is where most things exist before they exist in the other two locations. Also note that I wouldn't advise trusting most of the mods on nexus unless you were linked from this forum to download the mod there. Game Modification - 7 Days to Die
  4. With distance markers identifying the location before you arrive, this shouldn't be an issue.
  5. No, but there was a time you could have purchased the game that multiplayer did not exist/work. Sorry I wasn't more clear on that.
  6. So what? Even though it worked before, it was never intended to function that way. More content and mechanics have been added, and the extra overhead has reduced the ability for you to exceed the supported standards. They still largely support multiplayer. Even more so now that you are more limited on some of your build choices. Early-game it a LOT easier when you play with three or four friends to help spread out duties and build focus. But hey, that's 3-4 people, not 30-40. You know, what the game was designed for. And you can continue to play the game you bought. This is it. I mean literally, you purchased access to a title pre-release. A title that originally was only single-player, and then was designed to support multiplayer with up to eight players. You still have that bud. Stop making out like you purchased something different. Or that you are owed something different. Or that the developer should support something other than what they intend the game to be.
  7. Another thing to consider, and the primary reason that Steam Cloud support does not exist for this game, is the size of those saves. Most games aren't saving a lot of data. They have a fixed world and not a whole lot of moving parts. Saves tend to be pretty small, maxing out at maybe 150MB in one file and that is all it is. 7 Days on the other had has all the world data, the map, the character data, enviroment data, ect. The save for one of our games right now is 1.28GB, and contains several thousand files. And that is a recent change. In a19 that would have been 8-12GB, and in earlier versions closer to 30GB. Steam Cloud has absolute limits on file sizes, and additional limits on total storage. Check your own account and see how much data you have there. Steam Cloud (steampowered.com) Add to this that increasing the space for cloud storage is costly to developers. For the life of me I cannot find it now, but the default limit is like 100MB, upgradable in sections up to 1GB. Then the pricing information stopped. There was nothing above 1GB.
  8. And there is the rub. It was never supported. You can claim it was supported because there were larger servers out there, but it was never supported. If you do some actual research, you will see where I have performed extreme hardware testing for most of the releases and clearly stated that 20 players is a hard cap to the capabilities of the client to support and retain stable data. With a server designed to run AI that is easily 10 times faster in both compute and storage bandwidth than anything provided by hosting companies I was not able to go larger than 30 players. The problem here is that you assume. Simply because you saw it, and you want it. That absolutely does not mean that it is supported. And therein lies your issue. Stop living a lie.
  9. No to mention that even outside of the public testing, there is a full team of internal QA people and a group of volunteers that test the changes before they are released to the public. I find most people that argue it should be released just have no clue of what EA actually is, and should fully opt out of purchasing anything before it's been out for at least a couple of years.
  10. There is no support for the current version since TellTale went bankrupt. Any bugs for the current console releases will not be fixed. Once the official PC game is finished, then TFP is going to do a new port and release it the right way.
  11. The idea is that you can never be safe. You are always faced with a challenge. If you can build a base that defeats the AI, then the game is not succeeding at its core mechanics.
  12. Nutrition Buffs by Aesirkin - Shows a number of errors. Did you update this for 20.6? kic's RangerMod ver .3 for a20 - This mod hasn't been updated in 6 months. Is also giving an error. Executing command 'bm-playerunderground' by WebCommandResult_for_bm-playerunderground - This is spamming the logs. A feature of Botman I suppose? As far as server performance goes, it all seems just fine. Issue is likely caused by a mod. Either one of the mentioned errors above, or a mod that changes entities.
  13. It's just system overhead you don't need sharing resources. Also, some people will mistakenly start the dedicated client from steam, and that can have very negative results. This will vary based on your hardware and the image it has. portforward.com is a good resource.
  14. Completely disabling all reflections options helps with this. It is a known issue with the glass in that area.
  15. Be sure to fully exclude your client from security software, and allow it through the firewall. This is covered in detail in the Pinned Support FAQ thread.
  16. It's not a great idea to run Steam on a machine that is solely a dedicated server. Hence the suggestions to use SteamCMD. And personally, if you understand basic high-school level English, you're going to have a lot better experience using a headless Linux build. Especially if you have older hardware. I wrote a guide here. Opening ports is done in your local PC firewall to allow the server to communicate with the world. Forwarding ports is done in your modem/router so make sure that the incoming request on those ports is sent to the correct PC in your network.
  17. Moved to a more appropriate section. Read the Pinned threads. Particularly the one about how to report an issue.
  18. I suppose you aren't aware that The Fun Pimps aren't the ones who released the game on consoles. TellTale Games is responsible for the mess. You can't even do anything about it because they don't exist anymore. Also note that Microsoft's return period is two hours of gameplay or 14 days. If you exceed either, you do not get a refund.
  19. It would help a lot if you could just follow instructions. I fixed your post to make it a Pastebin link instead of a wall of text. Common sense tells you that massive walls of text are bad, and the instructions PINNED at the top of the forum that literally tell you to read them BEFORE YOU POST tell you how to post your log properly. All you have to do is use some basic common sense and look around before blasting the heads off of everyone in the forum. I mean it literally took me only about 20 seconds to fix your post, and half of that was just highlighting the text. Some of it is @%$#ed up though thanks to the forum re-formatting it. (Another one of the primary reasons to never dump your log into a forum like that.) Your issue is a lack of understanding how the game works. Again, you could fix this issue by doing some research and reading beforehand. Just because you set max zeds to 64, does not mean you will immediately have 64 zeds. The difficulty is based on your gamestage, and you will not get max spawn until your characters gamestage reflects that. You don't even need to Google this kind of information, it's literally in the Wiki. So we look at where you start your bloodmoon.... 2022-08-14T14:38:51 4399.907 INF BloodMoon starting for day 14 2022-08-14T14:38:51 4399.909 INF Party of 1, game stage 76, enemy max 315, bonus every 12 2022-08-14T14:38:51 4399.909 INF Party members: 2022-08-14T14:38:51 4399.909 INF Player id 171, gameStage 76 Your gamestage is 76 So then we look at the code for ghe bloodmoon spawner. Your gamestage is 76 and the game has chosen to spawn stage 74 for you since that is the closest without rounding up. <gamestage stage="74"> <spawn group="feralHordeStageGS64" num="105" maxAlive="25" duration="2" interval="19"/> <spawn group="feralHordeStageGS69" num="105" maxAlive="25" duration="2" interval="20"/> <spawn group="feralHordeStageGS74" num="105" maxAlive="25" duration="7"/> </gamestage> Based on this, the absolute most you will see alive at one time is 25. Depending on the world around you, they may not all arrive at once.
  20. Sounds like you might not have NAT Redirect/pinhole/loopback. Many ISP's have been removing this feature from their devices. More detailed information would be useful though. Did you read any of the Pinned threads?
  21. XB1 Version 1.0.18.0 is the most current update for your console. TellTale went bankrupt, and development on that platform ended as a result. You can read all about it in the correct section of the forum for Console players. 7 Days to Die - Console - 7 Days to Die
  22. Picked up some RX 6800XT Gaming Z cards for a pretty good price not too long ago. Here's a copy of what I posted in a Steam discussion regarding 1440p gameplay. Overall, I'm seeing 140-160FPS most of the time. When I'm in the cities it will drop to the 120's, and I've seen 60-90 around the troublesome T5 POI's. In comparison with this setup my 1070's in SLI were averaging 90-100FPS most of the time and dipping into the 60's for horde nights.
  23. There is a legal reason why it was removed, and why it cannot return. Did you do any research before starting this?
  24. The port range for the server is TCP 26900 and UDP 26900-26903. If you change your base port, the rest follow of course. Just FYI.
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