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SylenThunder

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Posts posted by SylenThunder

  1. 2 hours ago, Maharin said:

    Will the alpha releases still be available after gold?  Games like Terraria do this on Steam, is that the plan for 7DTD?

    It's been a few years, but I'm pretty sure TFP did state that the earlier versions would always be available to those that supported EA. For those who purchase the game after release, I'm not sure.

  2. Anything over 12k is not stable.

     

    RAM usage for a custom map will vary greatly based on the density you choose when creating it. So an 8k map with KingGen could take up more RAM than a 16k map made with the client.

     

    As for what your computer can handle, that's going to depend a lot on your computer hardware. It's not just about how much RAM you have with a Voxel game.

  3. 5 hours ago, Boidster said:

     

    You may want to research the definition of "Alpha" in the context of software - and specifically games. It will help clear up your brain fog about a) what you paid for and b) what TFP owes 'us'.

     

    But possibly even more important for your mental health than that, if 7D2D is ruined for you go find a game you like! Why waste time complaining here when you could be, you know, having fun? (I am assuming that complaining about things is not fun for you.)

    Hey, I've got a chart...... :angel2:

     

    spacer.png

     

     

  4. IF you run the server within supported parameters, you don't have to restart all that often. On Windows you can go 8-12 hours between restarts, and on Linux 24 hours is easy.

     

    But see there is the rub. Server owners refuse to accept known hard limitations for the client. So they exceed them. Which causes issues, which leads to them having to restart the server frequently to keep it stable.

     

    I just recently covered this in some detail in another thread.

  5. Put crushed sand or broken glass into the forge. Then you can make tons of jars.

    Recipe can only have one output, not two. Thus the jar is lost. Jars are pretty easy to get and make, so it's not a significant issue.

  6. 10 minutes ago, playlessNamer said:

    Maybe you guys know Empyrion. They just released the game, meanwhile v1.4x. Its such a joke, the game has content like a techdemo!

    Staying in alpha is absolute ok, easy excuse for bugs and stuff. When you release you play by other rules.

     

    btw, in comparsion out there on Steam 7days is allready better than many full versions. They couldt everytime if they want, no need to shame for anything after it.

    Its very very sympatic from the pimps, it seems they have higher demands to their game as the actual state.

    I'm always using Ellyon as an example of what not to do.  They removed the EA tag from the Steam store, but the game is still very much in Alpha development. The 1.5 update due to arrive on June 1 will require wiping your saves.

    They also added Workshop support too early, so a good 3/4 of what is out there in the workshop isn't even valid or functional on the current client version. To make matters worse, the only way you can tell, is if the author noted what version they designed/updated the structure in.

    Oh but wait, there's more!  The current functionality of the workshop for Empyrion is just a placeholder. The system is going to be completely redesigned and all current builds rendered obsolete when the game is actually finished.

    I love Empyrion, but some of the studio's choices really make me question if they know what they are doing.  To their benefit though, the developers are just as in touch with the community as TFP is. 

  7. 3 hours ago, unholyjoe said:


    ***************************************
    https://7daystodie.com/console-news

    :)
    QA Tester-unholyjoe
    ***************************************

    Also

    Full console ports cost into the millions of dollars, not to mention the restrictions the platform holders have on not breaking saved games which would be inevitable given our current framework and the technical challenges associated with porting a resource intensive game like 7 Days to consoles. With Sony and Microsoft, no matter how small, any update has to go through a rigorous testing/submission process. As you can see, this is not an easy problem to solve.

    They are exploring all options that would eventually deliver a new version of 7 Days to consoles but this would likely happen after the PC version has gone gold and could end up being an entirely new product or on the next console. Being as how current PC builds have broken current console savegames (a deal breaker for both systems) the video game you now have CANNOT be updated. Any future 7DTD console release will have to be a new SKU.

    TLDR: Look for a new game after the PC game is finished. Don't be looking for an update to your current version of the game. That ship has sailed.

  8. 5 hours ago, wicketness said:

    I rent my systems from OVH Canada. so that option is there just not sure if i want to go from 200 a month to a completely different range that is in the 400+ range for hardware raid.

    i run 3 - 5 game servers normally making sure i have that fat 1 GBPS network it seems to help the most.

     

    when it comes to ram faster that ain't an option unless i spend 500-750 a month + abit much for myself.

    But i can change systems with hardware raid and i have considered it before just didn't want that extra cost.

    See, that's exactly why we self-host. Those costs you listed are pretty insane, and you're still using a shared platform that is being utilized by other accounts.

     

    When we were calculating what we wanted for hosting just 3-4 servers back in the a10 days, we were looking at $200 a month for just the bare minimum for the servers that I was running on a handful of spare PC's laying about. So I went looking around, and grabbed a lil SunFire V20z. It was great until about a15 when the specs went up, and our lil CPU's were not capable of the new technology required by Unity. (we had SSE2 and needed SSE3 off the top of my head.)   So off shopping I went again. Found the refurbished Dell PowerEdge for about $450. Grabbed the SSD's on sale for $25 each, and the SSHD's ran us about $70 each. Toss in a backup power supply sufficient for the server with Sinewave output, and that was another $250. 
    Now at this point we're in for about a grand. Electricity for two of these servers costs us $35 a month to run, and the Gigabit internet is $105 after spending a couple hours bending Comcasts arm. So if we add it all up, that's around $2,700 for the first year and $1,700 for each year thereafter. To break it down monthly that's $225 a month up front for the first year, and $140 a month afterwards. I have run as many as 10 7 Days servers on this machine, but usually only have 4 active lately. That breaks it down to $35 a month long term for just 4 servers.

     

    Now consider what it costs to rent a server at BlueFang. IIRC, the starting price over there is about $40 a month. Sure the CPU and RAM are a bit newer, but you've got software RAID and you're sharing that system with several other clients.  For OVH, your prices run even higher, as you showed above.
    Getting your own hardware is a bit of an investment. However if you are tech savvy, have decent internet plans, and have a good place to store the equipment, it really pays off in the long run.   We went from hosting just the four 7 Days servers, to also running 9 Ark servers, 2 Conan servers, Empyrion, Heat, Minecraft, Space Engineers, and now even a few Valheim servers.  (Not all on the one PowerEdge. We have multiple machines now.)  Imagine what it would cost us to rent for all of those.

  9. 23 minutes ago, Samdaman1995 said:

    Huh, then what's Nitrogen used for?

    More customization and control over biome and POI placement and density. You can also build an RWG using a custom biome layout and heightmap that you draw yourself.

  10. Just to add some more. I would speculate that TFP might consider raising the supported player count as the game client is optimized, and internal testing indicates that it's feasible. You aren't likely to see it go past 16 players though even then.

  11. Software RAID hurts performance as well. Great way to slow down those NVMe drives.

     

    For comparison, here's what our group hosts on.

     

    Dell PowerEdge R710
    Two X5680's at 3.5GHz 12c/24t (It can boost higher, but seems to hold steady around this speed.)

    96GB DDR3 ECC 1366MHz in triple-channel mode.

    Two 250GB Evo 860 SSD's in RAID-0 for the OS

    Four 250GB Evo 860 SSD's in RAID-0 for the server data

    Two 1TB FireCuda SSHD's in RAID-1 for backup data

     

    This server hosts four 7 days to die servers with the max player count at 20 each. We have no issues. One of the servers is running Darkness Falls, and previously that same server was running some custom mods like Snufkin's Zombies with 4x spawns. 

    As long as we maintain known stable values, we have no issues. We aren't setting spawn rates to 300 alive because we know going past 90 lags the server.

     

    And I seem to have had to say this to a few server owners lately that think 50+ players is reasonable, so I'll say it again here.

    Quote

    I tested on a full cluster with 128-core EYPC, 256GB DDR4, and drive bandwidth of 45GBps using an array of Intel Optane drives. (Offhand it was 10 drives in RAID-0, but may have been 20 in RAID-10) I basically had access to an entire rack that was built to run an enterprise AI all to myself for the duration. Game client is simply not capable of handling more data.
    30 players on a 12k map was a hard limit before we started seeing corruption.
    For most rented hardware, the cap is 20.

     

    This isn't GTA-V, SC:GO, Ark, or Conan. It's not designed to support 70+ players out of the gate. (Do note also that those are not fully 3D Voxel games with complex AI mechanics or structural integrity, so it's kind of like comparing a bicycle to a corvette. 7 Days requires a lot more processing than those games that only rely on the GPU.)

     

    And as for the client, you can get a stable 60FPS on an old Q6600 with 8GB DDR2 and a platter drive. I've done it in my min-spec hardware test.  I've also shown how much of an impact something as simple as core clock speeds can have in this system comparison. (Also note, these systems are my primary PC's. I've upgraded twice in the past 10 years. Once to upgrade the GPU from a 660Ti to the 1060, and the R9 3900X because the motherboard failed in the old intel.)

     

    What really needs to happen, is that server owners like yourself need to get your head out of the clouds. You need to face the reality of what the game actually is. It doesn't matter what you think your players want.  You're basically trying to break Nürburgring lap times using a box van, and then complaining when it doesn't work.

  12. 2 hours ago, Samdaman1995 said:

    Oh, but doesn't that need Nitrogen to work?

    No, you can install the mod and it works with the RWG mixer file included with the mod that adds the POI's to map generation.

  13. 2 minutes ago, Samdaman1995 said:

    Isn't the link in the first post out of date?  It does say experimental on it.

    Yes. It's one of the primary reasons I recommend against using Nitrogen for playing games you care about.  You might want to read some of the recent posts in the thread. Even just 5 or 6 posts ago this is discussed.

  14. Just now, Samdaman1995 said:

    Is the link to the latest version buried somewhere in this topic?

    It's in the first post. And not just a link, but the file is directly attached to the post right under the link. lt is also mentioned and linked very recently in this thread just in the last couple of pages.

     

    Sorry, but I have to ask. Did you even look?

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