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Posts posted by SylenThunder
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What are the system requirements for a dedicated server?
They are basically the same as the client, but you don't need a GPU for it. Also, I think the hardware differences don't really matter as much since any server-level platform is going to be similarly geared.
Minimum
- Processor: 2.8 Ghz Quad Core Cpu
- Memory: 8GB RAM
- Network: Broadband internet connection (minimum upload bandwidth of 2.5Mbps recommended)
- Hard Drive: 20 GB available space
Recommended
- Processor: 3.2 Ghz Quad Core CPU or faster
- Memory: 16 GB RAM
- Network: Broadband internet connection (minimum upload bandwidth of 10Mbps recommended)
- Hard Drive: 20 GB available space
NOTE: The more people you have connecting to your server, the more bandwidth and RAM you will need available.
Also note that you may need up to 15GB of drive space for a large RWG map, the client, and a large amount of player data.
The server setting for players downloading the map has a max of 1300KiB. This is roughly equivalent to 10Mbps.
Additionally, you will need to open the following ports in your firewall.
TCP
- 8080-8081 (ONLY if you plan to administer your server remotely.)
- 8082 (If you are using Alloc's mods, this is for the web map.)
- 26900
UDP
- 26900-26903
Required Ports for Steam
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To log into Steam and download content:
- HTTP (TCP port 80) and HTTPS (443)
- UDP 27015 through 27030
- TCP 27015 through 27030
[*]Steam Client
- UDP 27000 to 27015 inclusive (Game client traffic)
- UDP 27015 to 27030 inclusive (Typically Matchmaking and HLTV)
- UDP 27031 and 27036 (incoming, for In-Home Streaming)
- TCP 27036 and 27037 (incoming, for In-Home Streaming)
- UDP 4380
[*]Dedicated or Listen Servers
- TCP 27015 (SRCDS Rcon port)
[*]Steamworks P2P Networking and Steam Voice Chat
- UDP 3478 (Outbound)
- UDP 4379 (Outbound)
- UDP 4380 (Outbound)
Lastly, don't forget to set up port forwarding on your router.
Don't know how to port forward? follow these instructions:
- Go to this Site.
- Select your router brand
- Select your router version. (If your version is not there, pick the one closest to your version.)
- Select 7 Days to Die.
- Follow the instructions on the site.
Port Default Protocol Direction Used for BasePort 26900 TCP In Game (Game details query port) BasePort+0 26900 UDP In Game (Steam's master server list interface) BasePort+1 26901 UDP In Game (Steam communication) BasePort+2 26902 UDP In Game (networking via LiteNetLib) BasePort+3 26903 UDP In Currently unused, but not opening may block joining the server. WebDashboardPort 8080 TCP In Web based control panel TelnetPort 8081 TCP In "Telnet" control interface - Use RAW connection WebControlPort+2 8082 TCP In Web Panel of the Server fixes 0 -
What are the system requirements for the game?
Currently minimum and recommended system requirements are as follows (though subject to change):
NOTE: This is usually a little more up-to-date than what is listed on the Support page.
Windows Minimum (It should play, but it may not be very enjoyable.)
- OS: Windows 7 (64-bit) (Note that Windows 7/8 support is ending in 2024 for Steam)
- Processor: 2.8 Ghz Quad Core CPU
- Memory: 8GB RAM
- Graphics: 2GB Dedicated Memory*
- Direct X: Version 11
- Network: Broadband internet connection
- Hard Drive: 18 GB available space
- Sound Card: Direct X compatible
Windows Recommended
- OS: Windows 7 or Higher (64-bit) (Note that Windows 7/8 support is ending in 2024 for Steam)
- Processor: 3.2 Ghz Quad Core CPU or faster
- Memory: 12 GB RAM
- Graphics: 4 GB Dedicated Memory*
- Direct X: Version 11
- Network: Broadband internet connection
- Hard Drive: 18 GB available space
- Sound Card: Direct X compatible
Mac Minimum
- OS: 10.13
- Processor: 2.8 Ghz Quad Core Cpu
- Memory: 8GB RAM
- Graphics: 2GB Dedicated Memory
- Network: Broadband internet connection
- Hard Drive: 18 GB available space
Mac Recommended
- OS: 10.13
- Processor: 3.2 Ghz Quad Core CPU or faster
- Memory: 12 GB RAM
- Graphics: 4 GB Dedicated Memory
- Network: Broadband internet connection
- Hard Drive: 18 GB available space
Linux/Steam OS Minimum
- OS: Ubuntu 16.04
- Processor: 2.8 Ghz Dual Core Cpu
- Memory: 8GB RAM
- Graphics: 2GB Dedicated Memory
- Network: Broadband internet connection
- Hard Drive: 18 GB available space
Linux/Steam OS Recommended
- OS: Ubuntu 18.04
- Processor: 3.2 Ghz Quad Core CPU or faster
- Memory: 12 GB RAM
- Graphics: 4 GB Dedicated Memory*
- Network: Broadband internet connection
- Hard Drive: 18 GB available space
Additional Notes
Running the Dedicated Server and Client on the same computer will double ram requirements and put a heavier load on your CPU. Also, future releases may require more hard drive space.
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Please Read This First
I'd like to start this with a little note.
While most of this data is correct, and I try to keep it updated as best as I can, the game is still in the Alpha stages. Things may change. Sometimes they can change drastically before I have a chance to get out here and make updates. Just keep that in mind please.
This is a collection of data that is designed to assist you as a whole. Whether trying to figure out why you're having an issue, or looking for some general information. It has been kind of tossed together, and I do have plans to get it better organized. That just requires a lot of free time I haven't had yet.
If you see something off, or it is horribly wrong, feel free to shoot me a PM and I will take a look into it.
Oh, and a final note... The order is a bit jumbled at the moment. I need to clean it up and re-organize things.
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This is a small guide to some of the basics for information and troubleshooting purposes. As I discover new common issues, and solutions, I will be adding to this.
- Please Read This First
- What are the system requirements for the game?
- What are the system requirements for a dedicated server?
- What effect does each video option have?
- What is the difference between a Voxel game, and all the other games I play?
- Why do I get such low FPS on this when I can play _______ just fine at full settings?
- How to install and use the 32-bit client for low-end PC's (depreciated)
- What is EAC, and why do I want it?
- EAC: Basic Troubleshooting Steps
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Why are you telling me to exclude the program from my Antivirus software?
How to exclude the program from your Antivirus software. - [DEDI] How to fix issue with "IOException: Too many open files"
- [sP] Where are my saves at?
- A guide to migrating save files.
- Installing and Running a Dedicated Server
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Yeah, it's too bad things like this happen ... but after all that CPU is 11 years old. Sometimes you just have to drop support for old stuff if you want to improve things
SSE4 is also 10 years old by now so at least not too restrictive.
And most important: You can at least still run it, even though with the 32 bit restriction.
Yep. I've been eyeing some new hardware anyway. Just need funds to throw into a purchase. I'll probably turn this box into a Minecraft server or something then.
I have a couple of newer PC's I could use, but they don't have the RAM I need for it to run smooth with 10 people on each server.
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Yeah, almost looks like that's the issue. I assume Unity requires some newer CPU instruction set extensions on the 64 bit builds, like SSE4 or AVX. Same problem for another old AMD processor is described on this Unity thread. I suppose you're out of luck there with the 64 bit build
Finally tracked it down. Latest Unity 64-bit uses SSE4, and my CPU only supports SSE3. If I could find a way to force it to use SSE3 instead, I could get it working.
Can't really afford to drop money on new hardware so I'm living with 32-bit and some hard limitations for a while it looks like.
EDIT: Further digging shows that though the CPU's support SSE3, my cpuinfo file is only showing up to SSE2 support.
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I'm using the linux version of the dedicated server. Has the updateengine changed (technically)?
Last update (A14.4) went incredible fast, as if it only downloaded changed files. I might be wrong, but in the past it felt like it downloaded the whole engine.
That's correct. a14.4 was a pretty small amount of changes, and most of them were directed at SP and P2P games. The dedi server patch was right about 8.5MB.
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You mean the modded xml with a special tool? Does the sever will fall into modded servers list?
Yes, and yes.
But, you can edit it in, restart the server, remove the offending blocks, remove the xml edit, and restart the server again.
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*Sigh* I wiped it again, installed Ubuntu 15.10, did a clean install, no change.
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Server Specs
Operating System
Ubuntu 14.04.1 LTS 64-bit
CPU
2x Dual Core AMD Opteron Processor 275 @ 2.20GHz
RAM
16.0GB DDR1/333 SDRAM
Motherboard
SunFire V20z system board
Graphics
N/A
Storage
Two 73GB Ultra320 SCSI disk drives in RAID1
It's really weird that it started having issues with the 64-bit reading blocks.xml in a13.8, and now just crashes when starting 64-bit in a14. It runs one Navezgane map fine in 32-bit, but I know if I'm going to use RWG for a number of players, I'll want to use 64-bit. Not certain that I can (or would want to) run Windows on this old web server. Last time I tried to install Server 2008, it didn't end well. I was wondering if installing an old 512MB PCI video card would help at all LOL. I think I have one laying around on my desk somewhere.
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Try to run the process manually as palmic pointed out.
That give me "Illegal instruction (core dumped)
no new logs
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have you doublechecked requirements libs in prerequisities?It could be related to your issues.. Do you have exactly the same libraries packages?
Yes, triple-checked. All are installed and updated.
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Hm, never had that happen with OOMs. Other causes my obviously leave a process running but unusable. Some people wrote nice little scripts for detecting this though.
Logs? stdout.log, output_log ... anything?
No, zero logs, which is super annoying. It's like it dies before it can create them.
I get one file stdout.log, and it's empty.
Did some further poking, and commented out the 64-bit options in /usr/local/lib/7dtd/commands/start.sh. (lines 60, 61, 62) Now it will start in 32-bit without any issues.
Log shows 64-bit OS though...
2016-03-27T11:24:56 0.167 INF Version: Alpha 14 (b92) Compatibility Version: Alpha 14, Build: Linux 32 Bit 2016-03-27T11:24:56 0.168 INF System information: 2016-03-27T11:24:56 0.303 INF OS: Linux 3.13 Ubuntu 14.04 64bit
I really really don't want to be stuck in 32-bit again, and I have no idea why my server is doing this. I helped a buddy get his up and running with absolutely no issues at all, and it's running 64-bit just fine.
Something's got to be missing is the only thing I can think of, but I've installed all the prerequisites, double-checked all the updates, and it simply will not launch.
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Fully upgraded debian, full https://7dtd.illy.bz/ rewipe, fresh new instance cannot start.
"ERR Error parsing configfile property 'CraftTimer': Could not parse config value '1'"
(this is generated by server management script)
HOTFIX: remove nodes with CraftTimer & LootTimer variables from config.xml
From my first post on the issue
...Edit the config.xml in /home/sdtd/instances/Home/config.xml to remove the loot and craft timer lines.
...
I'm still tinkering, but it's still not making any progress. If it would load enough to create some kind of log, that would be really helpful. >.<
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yeah, it's there. ran all of the commands before starting, just to make sure everything was updated.
no dice.
And no log is generated since it takes maybe 2 seconds to fail.
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I am at a complete loss here. I do not understand what has gone wrong at all.
I updated everything, I re-created my world. I get...
root@7DTD:~# 7dtd.sh start Home Failed! root@7DTD:~#
SO I figure it's something in the much tinkering I did with 64-bit or Ubuntu 15 when I was playing with a13.8.
I wipe the server completely.
Install Ubuntu server 14 LTS.
Install the server using Alloc's scripts.
Create the instance.
Edit the config.xml in /home/sdtd/instances/Home/config.xml to remove the loot and craft timer lines.
Start the server.
root@7DTD:~# 7dtd.sh start Home Failed! root@7DTD:~#
We're as vanilla as it gets here, and I cannot for the life of me get this thing to start.
Any ideas?
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That's interesting ... Can you post / send me a full log of both 32 bit (running fine) and 64 bit (with that error)?
Sure thing.
32-bit
First Run
Second Run
http://pastebin.com/tNqwF0Ar (Removed some of the CBSM queries to shrink the size for pastebin.)
64-bit
I posted both 32-bit runs because the first one I started, saw in the log it loaded 32-bit, and then shut it down. The second run was after the attempt to run 64-bit and getting the error.
It's really strange because no changes were made to any of the xml files at all, and I was successfully running this on 64-bit before I wiped my system.
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Ok, this is for Alloc, or anyone else who has some idea of what in the world is going on.
Wiped my server.
Installed Ubuntu 15.10 Server
Installed the Pre-requisites.
Installed the server.
Ran the updateengine, updatescripts, and updatefixes.
Created the instance, started the server. It's peachy.
Shut server down, and edit usr/local/lib/7dtd/commands/start.sh to make it run in 64-bit.
Start server, it crashes.
Gives the following error...
2016-03-17T13:13:27 21.110 INF StartAsServer2016-03-17T13:13:27 21.118 INF createWorld: Navezgane, Navezgane, GameModeSurvivalMP Exception: Block with name 'rockResource02' not found! at WorldBiomes.E (System.String ) [0x00000] in <filename unknown>:0 at WorldBiomes.D (Byte , System.String , System.Xml.XmlElement , Boolean ) [0x00000] in <filename unknown>:0 at WorldBiomes.D (Byte , System.String , System.Xml.XmlElement , Boolean ) [0x00000] in <filename unknown>:0 at WorldBiomes.G (System.Xml.XmlDocument , Boolean ) [0x00000] in <filename unknown>:0 at WorldBiomes..ctor (System.Xml.XmlDocument _genxml, Boolean _instantiateReferences) [0x00000] in <filename unknown>:0 at GameManager.WH (System.String , System.String ) [0x00000] in <filename unknown>:0 at GameManager.ON () [0x00000] in <filename unknown>:0 at GameManager.StartGame () [0x00000] in <filename unknown>:0 at ConnectionManager.Net_ServerInitialized () [0x00000] in <filename unknown>:0 at NetworkCommon.StartServers (System.String _password) [0x00000] in <filename unknown>:0 at MainMenuMono.Start () [0x00000] in <filename unknown>:0 (Filename: Line: -1)
Switch it back to 32-bit.
Start server, and it runs just peachy.
Any clues why I'm getting a blocks.xml error when running 64-bit?
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It's not like you cannot mod it to be a bigger, or infinite map.
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If you are starting the server with Alloc's scripts then I don't think it uses the startserver.sh file.
This script is hard coded to use the 32-bit build /usr/local/lib/7dtd/commands/start.sh
The server works okay in 64-bit but does not show in serverlist.
Log shows:
INF [steamworks.NET] GameServer.LogOn timed out
Editing startserver.sh always worked before without issues to put it in 64-bit. (Since a12, I've run more stable on the 64-bit than 32.)
Tested with editing line 60 in /usr/local/lib/7dtd/commands/start.sh. It does load the 64-bit version.
So the real question is, what changed? Because I never had to edit this file to run the 64-bit with Alloc's scripts before.
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Yeah, I'm certain something is goofy. Yes it broke the line breaks in the copy.
I can't figure out why it's doing this on two different systems though. Sadly, by newly-created test platform crashed the kernel today and I cannot get it back up. Either the hardware is fried, or I dunno. don't feel like messing with it. I think I'll just copy the 64-bit file and rename it to the 32-bit file for now. LOL.
Edit: Nope. that didn't work. I start it now, and it says "Failed!". Even tried flipping the comments around in startserver.sh. I've got a real case of weird going on here.
Ok, I'm stupid. permissions issue. It's up again, but I can still only get 32-bit for some stupid reason.
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OK. I don't get it.
I modified startserver.sh to
#if [ "$(uname -m)" == "x86_64" ]; then ./7DaysToDieServer.x86_64 -logfile 7DaysToDieServer_Data/output_log__`date +%Y-%m-%d__%H-%M-%S`.txt -quit -batchmode -nographics -dedicated $PARAMS #else # ./7DaysToDieServer.x86 -logfile 7DaysToDieServer_Data/output_log__`date +%Y-%m-%d__%H-%M-%S`.txt -quit -batchmode -nographics -dedicated $PARAMS fi
And yet the log is still showing 32-bit.
Going to have to start a fresh box up and test on it I guess.
Edit: New box, fresh install, and still I get...
2016-02-22T21:19:41 0.087 INF Version: Alpha 13.8 (b7) Compatibility Version: Alpha 13.8, Build: Linux 32 Bit
2016-02-22T21:19:41 0.087 INF System information:
2016-02-22T21:19:41 0.129 INF OS: Linux 4.2 Ubuntu 15.10 64bit
>.<
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OK. I don't get it.
I modified startserver.sh to
#if [ "$(uname -m)" == "x86_64" ]; then ./7DaysToDieServer.x86_64 -logfile 7DaysToDieServer_Data/output_log__`date +%Y-%m-%d__%H-%M-%S`.txt -quit -batchmode -nographics -dedicated $PARAMS #else # ./7DaysToDieServer.x86 -logfile 7DaysToDieServer_Data/output_log__`date +%Y-%m-%d__%H-%M-%S`.txt -quit -batchmode -nographics -dedicated $PARAMS fi
And yet the log is still showing 32-bit.
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I can live with it not showing up. LOL. Everyone uses my IP address.
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What does "uname -m" return?
Welcome to Ubuntu 14.04.3 LTS (GNU/Linux 3.13.0-77-generic x86_64) * Documentation: https://help.ubuntu.com/ System information as of Sun Feb 21 16:19:32 EST 2016 System load: 0.01 Processes: 118 Usage of /: 73.6% of 48.72GB Users logged in: 0 Memory usage: 7% IP address for eth0: 192.168.0.143 Swap usage: 0% Graph this data and manage this system at: https://landscape.canonical.com/ 38 packages can be updated. 0 updates are security updates. Last login: Sun Feb 21 16:19:10 2016 from 192.168.0.5 root@7Days2Die:~# uname -m x86_64 root@7Days2Die:~#
Which is why I'm confused now. It used to run 64-bit just fine.
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SUPPORT FAQ: Information and Common Solutions
in General Support
Posted · Edited by SylenThunder
Updated image (see edit history)
What effect does each video option have?
Display Resolution: Sets the screen resolution at which the game is displayed.
Fullscreen: Run the game in fullscreen or windowed mode.
Vertical Synchronization: Combats screen tearing by synchronizing the game to the monitors refresh rate.
Anti- Aliasing: Removes jagged edges from objects.
Texture Quality: Saves video memory and performance by setting the texture resolution.
Reflection Quality: How clear reflections are. Provides more realistic lighting.
Reflected Shadows: Shadows are processed and displayed inside reflections.
Water Quality: Layers and effects occurring on surface of water planes.
Gamma: How bright the game is.
View Distance: How far the world can me viewed.
Field of View: How wide your view angle is.
Level of Detail: The overall maximum level of detail at which the world is displayed. As you move further away from an object, it switches to a lower quality version of the mesh
Shadow Distance: Quality and distance of object shadows.
Tree Quality: Overall quality of the trees based on how far away they are.
Grass Distance: The maximum distance at which you can see grass.
Motion Blur: Quality level of motion blur (more pixel samples & smoothing).
UI Background Opacity: UI wallpaper / background opacity / transparency.
UI Foreground Opacity: UI outlines and text opacity / transparency.
SSAO (Screen Space Ambient Occlusion): Use the image effect SSAO which draws more detailed shadows on objects.
DOF (Depth of Field): Distant objects get blurred.
Sun Shafts: A.K.A. "God Rays". Shines rays of light from the sun past obstructing objects.
Author's note: With the above settings I get a very solid 60 FPS with an i7 3930k, and a GTX 660 Ti.