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Posts posted by SylenThunder
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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.
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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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Check your NAT. Common issue with the Microshaft gaming consoles, and may require specific forwarding on your modem/router to accomidate.
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There is this big red bar at the top of every page. I suggest you read it.
It would also be helpful if you actually looked at existing posts too, because there are literally like two or three pages worth of posts in this very section discussing just that already. Mostly because people can't be bothered to read.
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EAC feature that isn't used. Can be ignored.
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If you're talking about ghost LCB's on the webmap, I believe that's Alloc's mod not updating the information properly.
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8 hours ago, ProphetDTV said:
Ok thank you. Sorry if I missed an informational section about this. I am new to this forum and haven't done much searching around.
I appreciate it.
It's a big red banner straight across the top of every page in the Console section of the forum.
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16 hours ago, arramus said:
I had done a full purge and reinstall recently to switch from HDD to SDD in an attempt to reduce imposter prefabs (which saw a 95% improvement) and deleted all logs. My first issue probably began on Oct 23 for your timezone so any where prior to that should be just fine. Thank you.
Profile has been restored. Servers are currently online, though we still have a tech coming to check the line tomorrow.
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2 hours ago, arramus said:
I saw the dilemma you faced/are still facing with NIC's and other routing issues so just for when you have peace with that.
My character in Zed Rising appears to have corrupted again as the null reference has reappeared. I wonder if there is a player back up of a previous save available.
Yes, we take full backups once an hour. All I need is the last time you know you were connected without an issue, and we can restore the data from that time.
Currently our ISP is having a problem, but I can get everything set up for you ahead of time.
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Troubleshooting ISP issues that are preventing connections to servers.
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21 minutes ago, Fox said:
2 generations? I think it's more like 4 generations (soon to be 5) being pretty much the exact same technology but slightly tuned and OC'd better, and will likely once again require yet another new motherboard for it just because Intel is Intel.
Well, 7th and 8th gens at least overclock pretty well enough to make them worthwhile. I agree though that Intel has been a bit lackluster for a while. It was amazingly frustrating to see that the 10th gen wasn't any faster than the 9th gen, and in some cases was actually slower. I don't see the latest to have much of a change regardless of the new architecture. They showed real promise in the 3rd gen by going to 6-core CPU's, but then went right back to 4 for reasons I cannot fathom. Upgrading does kick you in the ass with each generation having a different socket. Sometimes even within the same generation. AMD definitely made the right choice there.
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On 10/20/2020 at 4:39 PM, TheSeanminator said:
Are there any instruction on how to setup this on a NAS Synology?
Pretty sure that won't meet the minimum required hardware for hosting a server.
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9 hours ago, stample said:
Since you mentioned watercooling, thought I'd share this. I just saw it a few days ago, and was surprised at how well good airflow works, and can even be better than watercooling (and certainly lasts longer). I'm starting to really like Linus Tech Tips.
Yes, and way cheaper too. I have been using an Evo 212 for years with extreme overclocking, and with a positive-pressure case the temps are always nice. The Evo 212 is very similar to the Noctua he uses in that video, and about a third of the cost. The Noctua fans are better though, and I have since upgraded the Evo's fans. Next time I get one, I'll be getting the Noctua.
While the new AMD GPU's may be capable, we all saw the @%$#-show with the 5700. Over a year later, and they're still having driver issues that are un-resolved. Developers are having to bend over backwards to fix games to run on them properly. This has been a staple of ATI cards for as long as I can recall, and AMD buying ATI didn't change a thing. There is a good reason Nvidia is near 75% of the GPU market.
AMD's new line of CPU's is looking real interesting. And with Intel's underwhelming results in their last two generations, I don't see them improving much this time around. Hell, their videos advertising their latest generation mention AMD more than themselves.
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Looks like there is corrupted data with your character file, which may be a result of the issue when you first attempted to connect.
I have purged the data, and restarted the server. You should be able to connect now.
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Updated IP addresses and ports to reflect recent changes from our network upgrades.
Due to popular demand, the daytime movement of zombies on the Last Light server has been reduced to a walk, from a run. The zombies have been running since Day 1 and have indicated they need some rest.
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A guide to setting up a dedicated server on Linux.
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1 hour ago, Nerhesi said:
So I just did this (generate locally) - but I cant seem to find the folder it placed the world in locally? It doesnt seem to be in under Data/Worlds?
It will be in your local GeneratedWorlds folder by default.
Mine for example is...
C:\Users\Sylen\AppData\Roaming\7DaysToDie\GeneratedWorlds1 -
3 minutes ago, Nerhesi said:
New player here.
So with my Multiplayer (nitrado server), I would, for example, set in the server config file xml:
<property name="GameWorld" value="RWG"/>
<property name="WorldGenSeed" value="ClumsiestAbeles"/>
<property name="WorldGenSize" value="8192"/>Would that generate the world as the clumsiestabeles template for that multiplayer server? Thanks
Yes, that should do it.
Be aware that server map generation and client map generation may vary a little bit between the two. Also note that it takes quite a while to generate the map on the dedicated server.
For best results I would advise creating the map locally with your client, and then uploading it to the server. Then you would replace "RWG" with the name of the folder with the generated map. You would place the folder into /Data/Worlds.
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In case it wasn't mentioned....
The open bug report on this issue is here.
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4 hours ago, pApA^LeGBa said:
I would wait for for the release of Zen3 from AMD. Yes, AMD was way behind for long, but Ryzen was the ultimate comeback. I used Intel for a long time but with Ryzen 3000 i switched to AMD.
Can confirm. For nearly 20 years straight AMD's CPU's were crap if you wanted to do anything that needed multi-core support. Sure they were great for the apps that only needed a single core, but for anything else they fell flat on their face. Until Gen 3. Not only is AMD cheaper to build on average, but you will get more performance out of it. Even their entry-level budget chipsets are blowing Intel away.
AMD's GPU's steer clear from though. There's a reason Nvidia owns more than 70% of the market share. If you wait until the 30-series GPU's have been out for a month or so, you can probably find some pretty sweet deals on a 2080 Super.
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On 8/15/2020 at 6:58 PM, gregoreo said:
Looking for some help on a PVP we're trying to do.
I've only been playing for a few months, and my friends are going to do a Multiplayer Manhunt. There will be 3-4 teams of 3 players each, and they will play survival for two horde nights. On day 15, the teams will have to hunt each other down and eliminate the competition.
My question is this, is there a way to spawn the players on each team together, but spawn them on different points on the map?
Thank in advance for any help on this.
What I did when we ran a similar challenge, was this...
- Start the server unlisted.
- Log my character into the server.
- Move character to spawn location.
- Log out.
- Shut the server down.
- Rename files for my character from my Steam ID to other players Steam ID.
- Start Server.
- Repeat process for next character.
Then when you're done, you can open the server up and have everyone spawn into the locations you want them to be at, with the gear you want them to start with.
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11 minutes ago, Tehnomaag said:
For a start, thank you for taking the time to try to help me.
I am very interested in fixing it for my setup. This is a server log for our first try of map which did not yield trader pointer. Since that I have removed the JaxTellers trader rebalance modlet in case it conflicts and started half a dozen different Nitrogen generated maps, including few with 6 traders. Then I went into debug mode and flew to few of these traders - they are indeed there and talk to you just fine when you actually go there.
What is particularly confusing for me is that the first a19 map we used (also from the same version of Nitrogen, only using vanilla buildings) was working fine. Surely its not the map size that can break it (previous map was 10x10 km). The increased wandering hord size and increased biome zombie modlets were also present in previous map that was fine.
output_log_dedi__2020-09-07__19-52-16.txt 83.34 kB · 0 downloads
From your log...
Loaded world file from different version: 'Alpha 19 (b151)'
Anything before b174 is incompatible with b180. That's the only real issue I see there. I mean, the CPU is scraping the bottom of the barrel, but should be OK with really good hardware backing it up. It's not going to manage 16 players very well though.
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6 minutes ago, TaciturnWarden said:
Same goes for me there, alpha 19, suggested workaround bore no fruit
Then your best bet is to troubleshoot and fix the crash so it does not occur again, and then start a new save.
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Seriously dude?
There is a massive red bar at the top of the Console section of the forum, and 2/3'rds of the threads on the first two pages you can look at for an answer before you start a thread.Please try to think for yourself at least a little bit, and do some research before you ask a question.
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Native Linux server (with management scripts)
in Multiplayer
Posted
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.