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SylenThunder

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Everything posted by SylenThunder

  1. Actually..... https://www.newscientist.com/article/2227168-turkey-is-getting-military-drones-armed-with-machine-guns/ And from even earlier..... https://www.bbc.com/news/technology-40901393
  2. Yep. Twice I went back to play it again. Didn't make it past two hours before I got tired of it and dropped it. There isn't enough variation in goals. Same thing with The Forest. Was great the first time though, but doesn't really have any replay-ability.
  3. Guide: How-To download almost every past Steam version of 7 Days To Die from Steam Should be able to go all the way back to Alpha 5.5.
  4. Yep, basically this. We focus on books, hardware, and automotive stores straight off, while another goes mining and scavenging. What items we miss can usually be filled by a few trader visits. We are usually donning motorbikes by day 10 or so, and have a gyro shortly after. No need to spend points in leveling the perks for it.
  5. The specs for my minimum hardware test rig. Motherboard: Intel DG33BU CPU: Intel Core 2 Quad Q6600 @ 2.4GHz RAM: 8GB Dual-Channel DDR2 @ 800MHz GPU: MSI GeForce GTX 770 2GB Twin Frozr Gaming OC Storage: 1TB WD Black I was using a GTX 660Ti 2GB by MSI, but fried it using the cable for a different PSU. Apparently it fit, but the pinouts were different. It's currently capable of a relatively stable 60FPS. FPS does drop in about half for the dusk/dawn shadow issue, and fluctuates a bit during bloodmoon. Before a19 went stable I ran a series of tests on it comparing the differences between a bloated system, and one that is properly clean and optimized. The details are here.
  6. The way solar typically works is that it charges the batteries, and then spare power is used for the household. You build the systems so that the load from the household does not exceed the remaining value required to charge. It is not useful to draw from the batteries while you are charging them, as it will heat the batteries up more and shorten their lifespan. In-game it works very similarly. If you plan your setup accordingly, then you won't run into an issue. The devices will draw straight from solar during the day, and from the batteries at night.
  7. That looks like Riles HUD+. Recommended to use the latest beta version because the one previous has some compatibility issues with the current version of the game client.
  8. Plus there is already an existing topic for this already. No need to start a new one when you can read what's already here. It's not like you even have to dig for it. It's right here on the first page of posts.
  9. Plus he would know the actual release date of the game. Might have to kill him just for that.
  10. Only thing I really noticed in the log was that server FPS is kind of low when they are connected. It's not like there were a bunch of other people connected when they weren't in order to compare though.
  11. Oh god.. I hit Expand. >.< Just a minute and I'll edit that nonsense.
  12. The version of CPM with permadeath won't work with 17.4. All lines in the log regarding shader errors can be ignored. They are not an indication of an issue. Your error of "The class <Execute>BLA could not be loaded, used in LiteDB" probably indicates an issue with the installation or a missing dependency. I can't say I've seen this error recently, and it does not exist in any of my current servers logs. Based on the "unknown command" mod, you did not install the mod so it would be loaded. Either the path is wrong, or it's missing required dependencies. Since you're on Linux, remember that folders are case sensitive. Folder location should appear similar to this... This is what you will see in the log when the mod is loaded correctly. 2021-10-10T00:50:31 2.420 INF [MODS] Start loading 2021-10-10T00:50:31 2.435 INF [MODS] Trying to load from folder: 1CSMM_Patrons 2021-10-10T00:50:31 2.609 INF [MODS] Found ModAPI in CSMM_Patrons.dll, creating instance 2021-10-10T00:50:31 2.615 INF [MODS] Loaded Mod: CSMM Patrons (19.8) 2021-10-10T00:50:31 2.616 INF [MODS] Trying to load from folder: Allocs_CommandExtensions 2021-10-10T00:50:31 2.626 INF [MODS] Found ModAPI in AllocsCommands.dll, creating instance 2021-10-10T00:50:31 2.626 INF [MODS] Loaded Mod: Allocs command extensions (21) 2021-10-10T00:50:31 2.626 INF [MODS] Trying to load from folder: Allocs_CommonFunc 2021-10-10T00:50:31 2.634 INF [MODS] Found ModAPI in 7dtd-server-fixes.dll, creating instance 2021-10-10T00:50:31 2.635 INF [MODS] Loaded Mod: Allocs server fixes (23) 2021-10-10T00:50:31 2.635 INF [MODS] Trying to load from folder: Allocs_WebAndMapRendering 2021-10-10T00:50:31 2.643 INF [MODS] Found ModAPI in MapRendering.dll, creating instance 2021-10-10T00:50:31 2.643 INF [MODS] Loaded Mod: Allocs MapRendering and Webinterface (38) 2021-10-10T00:50:31 2.689 INF [MODS] Initializing mod code 2021-10-10T00:50:31 2.697 INF [MODS] Loading done
  13. Server would stay Vanilla. You just follow the setting for setting permadeath in CPM. The console command for it.... permadeath Manage permadeath players Usage: pd add <steamId> pd remove <steamId> pd list So if I wanted to add a person to permadeath, and their Steam ID is 76561199067280217, then I use the command "pd add 76561199067280217". Now that person will be reset automatically when they die. And you only need CPM for this. CSMM is for managing the server.
  14. If you're running a dedicated server, CPM has this ability. Server API mods are Pinned at the top of this forum section.
  15. Use Pastebin. Instructions are provided in the post. If it's too big for Pastebin, then use justpaste.it. Again, links and instructions are in the post.
  16. Issue is with Steam's update breaking EAC integration for a large number of games. Start the client from the executable in the client folder 7DaysToDie_EAC.exe.
  17. Need logs. Read Pinned thread that tells you to read it before posting, and follow the instructions.
  18. There is a known issue where wearing headgear that boosts attributes breaks levels two and three of animal tracker. You should still be able to see rabbits and chickens, but not much else.
  19. Those invalid hash messages are normal. It's the game client recognizing that the files have been altered from the original so it can identify the game as being modded. I did not see anything critical in the log that would cause an issue. One of the most common issues for a connection problem like the OP is having, is not having opened the full range of ports for the server. The default range is TCP 26900 and UDP 26900-26903. However, taking another glance, this may not be the dedicated server build and is just the local client. In which case UPnP should open the ports in the modem/router if the device allows it. Also note that if this is a local client build, and not a dedi, that the CPU is particularly weak for hosting a MP game. It could also just be that the host isn't capable of getting the data to the client connecting in a timely fashion.
  20. Fully exclude the client from all security software. Then back up your save folder. Then wipe all the things.
  21. I'm not sure on the port SteamAuth is using offhand. AFAIK the port range is still accurate, and I'm pretty sure I updated the FAQ when it changed in a17. Default range for the server is TCP 26900 and UDP 26900-26903. Steam may also use additional ports in the 27000-27099 range for processing data, but that isn't something you will typically need to forward like you do with the server ports. Based on the data I can see, I would advise the following steps for both the host and the client. Un plug the router/modem. Completely flush the DNS pool. Open an administrative command prompt window as an administrator Type ipconfig /flushdns and hit Enter Type netsh int ip reset and hit Enter Close the window Shut down the computer completely. Plug the modem back in. Wait for it to fully setup and get a connection. Start the PC. If it's just a case of bad routing, this will typically resolve the issue. I've been seeing a lot of this happening though since the major Steam update a few weeks ago, and can't help but think it might be something happening on Steam's side of things. A few of the players on the servers we host have been frequently getting kicked off the servers with a "network timeout" error. All I can see in the log is regular SteamAuth failures. Nothing I have been able to do on our end has alleviated it so far.
  22. We've got Evo 860's in our servers, and they manage the load just fine. Longevity can be a bit of an issue though. We're probably only going to see about 6 years out of these SSD's instead of the typical 15-20. As for space, you never want your SSD/NVMe to go above 60% used. So plan your sizes accordingly.
  23. As far as I am aware, the plan is to have them available to those who purchased during EA. This isn't a cloud-enabled game due to the storage limitations for Steam Cloud, so I don't see that playing a factor at all.
  24. Make certain that you are not set as "Invisible" in the Steam friends list.
  25. Would need to verify with @Alloc, but I think multi-instance support was removed a while back. Can probably still do it with some tinkering though.
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