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SylenThunder

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Posts posted by SylenThunder

  1. 12 hours ago, Slaasher said:

    Did they say they were going to stop work on 7 DTD? Just because they have a new idea they've started on doesn't mean they stop  work on this one.

    So, to say "they're moving on to other things" is a little bit crazy to me.

    No. They're going to finish the PC version of 7DTD. Though they have had plans for their next game for a few years now. The team has increased in size considerably since then, and with 7DTD nearing beta-testing and release soon™️, they can afford to split a couple of programmers off to start working on the base code for it in the relatively near future without affecting 7DTD development. (They're also hiring BTW, as previously mentioned.)

  2. 1 hour ago, Lonestarcanuck said:

    I have a server owner who does not want to use Nitrogen (V0.501?) because he believes it does not have all the A19.x prefabs.  

    is this true? I generated a map using the A19 Vanilla prefabs and I think I see all or most of them.

     

    thanks

    It's possible that it doesn't if any were added during experimental. This is due to the fact that support for Nitrogen dropped well before a19.0 went stable.

     

    It shouldn't be too tough to add them in though if any were missing. And to be perfectly honest, if any are missing, it's probably not more than 3-5 total out of 500+

  3. I have a 3900x with a 1060 and don't have a problem with a stable 60FPS at 1080p.   The game really doesn't do well at higher resolutions, and this isn't the type of game that's going to get a benefit from a higher framerate.

     

    Also note that options with the word "Reflection" in them will absolutely tank FPS because this feature is not optimized.

  4. 9 hours ago, Blasphemous said:

    I have just generated my first Nitro map with mega cities. It's so beautiful.

    Seeing a cluster of 4 dishong towers and 5 higashi buildings within one city... after months of vanilla and wasting time for in-game random gen, this is like liquefied skittles blown into my mouth with a pressure washer.

     

    I gotta ask though: since it takes about 90 seconds to create a bloated 8k map versus around 15 minutes in-game, what's the deal? Is the built-in generator so inferior or does Nitrogen skip something/lose some information? Cause if there are no drawbacks to using it then I'll never return to the in-game generator.

    Nitrogen takes a lot of shortcuts. It's not nearly as complex as the built-in tool. This has both plusses and minuses. Terrain generally isn't as smooth as stock RWG, though stock does have some areas that are pretty rough as well. You can customize the map a lot more with Nitrogen, especially in regards to POI and biome layout, but it's more likely to have placement bugs than the stock mixer.

     

    Also keep in mind that Nitrogen has not been updated for a19.0 stable, much less up to a19.3. As a result, the process it's using is a few versions behind the default RWG mixer, and this creates some major compatibility issues. Right now it's basically "use at your own risk" tool, that may cause game-breaking bugs, and may not ever be updated again.

    The community is pretty handy though, and if you've got questions or issues, they are very open to assisting.

  5. Personally they will most likely go with Iron Galaxy again, since IG is already familiar with the code.

     

    As you stated, the big issue is cost. There is also the fact that TFP is not a console publisher, and they would need to find one. Then there's the lawyers, and more money, ect. ect. ect.

     

    And as stated already in the big red banner most of you don't bother to read, If anything happens, it won't be until after the PC game is finished.

  6. First log no notable issues found. Second log the same.

     

    If your friend is 'Austin The King Duck', then this is the section where they try to connect to the server.

    Spoiler

    2020-12-28T20:04:45 172.272 INF PlayerLogin: Austin The King Duck/Alpha 19.3
    2020-12-28T20:04:45 172.272 INF Client IP: 192.168.1.11
    2020-12-28T20:04:45 172.273 INF [Auth] PlayerName authorization successful: EntityID=-1, PlayerID='76561198044331275', OwnerID='', PlayerName='Austin The King Duck'
    2020-12-28T20:04:45 172.274 INF [Auth] ServerState authorization successful: EntityID=-1, PlayerID='76561198044331275', OwnerID='', PlayerName='Austin The King Duck'
    2020-12-28T20:04:45 172.274 INF [Auth] PlayerId authorization successful: EntityID=-1, PlayerID='76561198044331275', OwnerID='', PlayerName='Austin The King Duck'
    2020-12-28T20:04:45 172.274 INF [Auth] PlayerId-Steam authorization successful: EntityID=-1, PlayerID='76561198044331275', OwnerID='', PlayerName='Austin The King Duck'
    2020-12-28T20:04:45 172.274 INF [Auth] TicketValidation authorization successful: EntityID=-1, PlayerID='76561198044331275', OwnerID='', PlayerName='Austin The King Duck'
    2020-12-28T20:04:45 172.275 INF [Auth] VersionCheck authorization successful: EntityID=-1, PlayerID='76561198044331275', OwnerID='', PlayerName='Austin The King Duck'
    2020-12-28T20:04:45 172.275 INF [Auth] PlayerSlots authorization successful: EntityID=-1, PlayerID='76561198044331275', OwnerID='', PlayerName='Austin The King Duck'
    2020-12-28T20:04:45 172.276 INF [Auth] LegacyModAuthorizations authorization successful: EntityID=-1, PlayerID='76561198044331275', OwnerID='', PlayerName='Austin The King Duck'
    2020-12-28T20:04:45 172.276 INF [Steamworks.NET] Auth.AuthenticateUser()
    2020-12-28T20:04:45 172.281 INF [Steamworks.NET] Authenticating player: Austin The King Duck SteamId: 76561198044331275 TicketLen: 1024 Result: k_EBeginAuthSessionResultOK
    2020-12-28T20:04:45 172.521 INF [Steamworks.NET] Authentication callback. ID: 76561198044331275, owner: 76561198044331275, result: k_EAuthSessionResponseOK
    2020-12-28T20:04:45 172.521 INF [Auth] Steam authorization successful: EntityID=-1, PlayerID='76561198044331275', OwnerID='76561198044331275', PlayerName='Austin The King Duck'
    2020-12-28T20:04:45 172.521 INF [Auth] SteamFamily authorization successful: EntityID=-1, PlayerID='76561198044331275', OwnerID='76561198044331275', PlayerName='Austin The King Duck'
    2020-12-28T20:04:45 172.522 INF [Auth] SteamFriends authorization successful: EntityID=-1, PlayerID='76561198044331275', OwnerID='76561198044331275', PlayerName='Austin The King Duck'
    2020-12-28T20:04:45 172.522 INF [Auth] SteamGroups authorization successful: EntityID=-1, PlayerID='76561198044331275', OwnerID='76561198044331275', PlayerName='Austin The King Duck'
    2020-12-28T20:04:45 172.522 INF [Auth] BansAndWhitelist authorization successful: EntityID=-1, PlayerID='76561198044331275', OwnerID='76561198044331275', PlayerName='Austin The King Duck'
    2020-12-28T20:04:45 172.523 INF [Auth] EAC authorization successful: EntityID=-1, PlayerID='76561198044331275', OwnerID='76561198044331275', PlayerName='Austin The King Duck'
    2020-12-28T20:04:45 172.526 INF Allowing player with id 76561198044331275
    2020-12-28T20:04:45 172.672 INF RequestToEnterGame: 76561198044331275/Austin The King Duck
    2020-12-28T20:05:00 187.453 INF Time: 2.91m FPS: 59.92 Heap: 1457.9MB Max: 1457.9MB Chunks: 225 CGO: 166 Ply: 1 Zom: 7 Ent: 10 (16) Items: 6 CO: 1 RSS: 3692.5MB
    Calling Animator.GotoState on Synchronize layer
     
    (Filename: C:\buildslave\unity\build\Modules/Animation/Director/AnimatorControllerPlayable.cpp Line: 1370)

    2020-12-28T20:05:30 217.469 INF Time: 3.41m FPS: 59.95 Heap: 1313.9MB Max: 1457.9MB Chunks: 225 CGO: 166 Ply: 1 Zom: 7 Ent: 9 (10) Items: 0 CO: 1 RSS: 3729.9MB
    2020-12-28T20:05:47 234.374 INF RequestToSpawnPlayer: 179, Austin The King Duck, 6
    2020-12-28T20:05:47 234.379 INF Created player with id=179
    Calling Animator.GotoState on Synchronize layer
     
    (Filename: C:\buildslave\unity\build\Modules/Animation/Director/AnimatorControllerPlayable.cpp Line: 1370)

    2020-12-28T20:05:55 242.052 INF GMSG: Player 'Austin The King Duck' joined the game
    2020-12-28T20:05:55 242.055 INF PlayerSpawnedInWorld (reason: JoinMultiplayer, position: -582, 54, -471): EntityID=179, PlayerID='76561198044331275', OwnerID='76561198044331275', PlayerName='Austin The King Duck'
    2020-12-28T20:06:00 247.458 INF VehicleManager saving 0 (0 / 0)
    2020-12-28T20:06:00 247.476 INF Time: 3.91m FPS: 59.95 Heap: 1370.2MB Max: 1457.9MB Chunks: 240 CGO: 191 Ply: 2 Zom: 7 Ent: 11 (15) Items: 1 CO: 2 RSS: 3793.1MB
    2020-12-28T20:06:04 251.704 INF Player Austin The King Duck disconnected after 0.3 minutes
    2020-12-28T20:06:04 251.708 INF Player disconnected: EntityID=179, PlayerID='76561198044331275', OwnerID='76561198044331275', PlayerName='Austin The King Duck'
    2020-12-28T20:06:04 251.715 INF GMSG: Player 'Austin The King Duck' left the game

    It would appear that the disconnection is external from the server. So it's most likely a problem with their connection, or with something like security software blocking it.  I cover both of these in detail in the Sticky FAQ thread.

  7. 4 hours ago, NothingREM said:

    Download isn't working?

    Not sure why the link isn't working for some of yall. Worked just fine for me.   I edited the first post to attach the file. That should make it easier for you.

  8. 8 minutes ago, batboyboy said:

    NullReferenceException: Object reference not set to an instance of an object
    help! on a19 b6

    That literally narrows it down to about a million possibilities. Would need a log to narrow it down further. Instructions are in the Stickied thread in the General Support section.

  9. TLDR - It's not likely to ever happen.

     

    This is from the Blog post.

    Quote

    Many are speculating as to the future of 7 Days to Die on consoles and The Fun Pimps wanted to be as transparent as possible so here is the reality of the situation…

     

    After a long and tedious legal process in a closed auction, The Fun Pimps have re-acquired full console publishing rights on the current and all future versions of 7 Days to Die on PS4 and the Xbox One.

     

    We know there still is a steady and healthy 7 Days console community, as we hear from them on our social media channels all the time and the game still has nearly 10,000 concurrent users playing the game on weekends.

     

    As far as updates, the console has not gotten a meaningful update since July of 2017, which was content and features from the Alpha 15 PC version. 

     

    The Fun Pimps are a PC game developer and publisher…and we do not have the resources or expertise to do ports/updates to the console, so we licensed the console publishing rights to Telltale Games who hired Iron Galaxy who have done the ports with minimal TFP assistance.

     

    We all had a great thing going…a full Alpha 16 port was in the works, that is, until Telltale’s insolvency broke the cadence of builds, hurt our sales, reputation and created this unfortunate situation. Instead of investing in a new update, TFP spent a very large sum of money regaining the rights back in an auction, in addition to ongoing legal and auditing fees…

     

    Now that we are the console publisher, as an operational business and out of obligation to our investors and our hard working team (who need to provide for their families too) we have to evaluate the expense and risk of porting any future versions of the game to consoles relative to the income it could generate. 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. We 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.

     

    Please understand: Telltale going under has put the console version of 7 Days in this situation. TFP are just trying to lookout for the future of our company and the game we care about…

    The Fun Pimps will keep you updated as more information becomes available or if things change.

     

    We thank you for all of the continued support.

     

    This entry was posted in News on 10/16/2019 by rhuenink.

     

    As for the PS5 and Series_X, you can take the excerpt from the quote above.
    "We 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."

  10.   

    4 hours ago, gpcstargate said:

    Good Day .. Damocles

     

    Hoping you are well and family is also. Just wondering if we will have an update coming soon .. OR .. if you are waiting on A20 to come out.

    As so many others are starting to have issues with map making including myself .. I'm not one that does alot of custom style maps .. basically 10-12k ones without the radiation and wastelands with a trader in every town.

    Anyway .. I was just wondering and I know you have been on and off checking things out I guest.

    Take Care and Be Safe ... the Old Gamer .. :tranquillity:

    From what I have heard, he has moved on to other projects. Which means that this is not likely to see another update. With each Stable release it gets further and further away from being compatible with the client.

  11. 7 minutes ago, DutchPlacebo said:

    Hello, i just started playing 7DTD, and someone told me about the nitrogen and to use it.

    So, i used the link to download the zip file, but when i want to use the nitrogen application and i get the following pop-up

    Screenshot_6.png.e680bb1f32c6d92eeaff8d2dcf94246d.png

     

    But i got the most updated version of Java.

    How do i use the application?

    When you install Java using the default install, it only installs the 32-bit version. You need to click the button to "See all Java downloads" and then download the 64-bit version from there.

     

    Do note that you must first install the standard 32-bit version before you install the 64-bit version.

  12. 11 minutes ago, spscwby said:

    I will try that. Are there any changes I need to make to the config.xml ?

    Copy the map folder into the client Worlds folder. /home/sdtd/engine/Data/Worlds

    Then in the Config you will want to change line 25 from "RWG" to the name of the folder.

     

    This is how we've been doing ours since a18 due to the server taking forever to make the maps.  This is something that is being worked on, and reminds me I need to go try a few gens in a20.

  13. 11 minutes ago, spscwby said:

    It is still running and has been for 96 hours now

    The date on the last entry in your log is 2020-11-29T03:07:30. So since that time it's not doing anything. Either the process is a zombie, or it's frozen.

     

    Personally, just make the map on your local client and then copy it to the server.

  14. 5 minutes ago, spscwby said:

    I'm not sure if this is the right place for this post, id not please let me know where to post it. I am having trouble generating a random world on my Linux dedicated server. I have an HP ProLiant DL 380 g5 server machine running 2 quad core 5450 Xeon processors with 64GB of RAM and an Integrated ATI ES1000 video chipset. I created an instance using the 7dtd.sh instance create command and started the instance. It starts to generate socket data and it hasn't finished it yet. I know that it should take awhile to generate an 8192k size map, but it has been running for 95 hours now. When it first started, there was quite a bit of activity on each of the cores, but now it seems like it isn't doing much of anything. I am including my config.xml and my current_output_log.txt file. I have not been able to successfully generate a ran world on alpha 19 yet. I would greatly appreciate any help.

     

     

    config.xml 3.53 kB · 0 downloads current_output_log.txt 8.65 kB · 0 downloads

    The log is incomplete. It started world generation, looks like it ran for a couple of hours, and after that the log just ends. Either it was an external crash, or the process was terminated abruptly.  The CPU you are using is similar to mine, but with less cores. Mine will take about 2 and a half hours to make the map. 

     

    Based on this information, I'd say your server was still generating the map when it was terminated.

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