Guppycur Posted January 26, 2022 Share Posted January 26, 2022 So how it works is, there are virtual (simulated) zeds all over (and I mean a lot, all over), that react to sounds, and when they approach your area they spawn in for real and you end up getting yeeted. It's glorious. Link to comment Share on other sites More sharing options...
ktrain Posted January 28, 2022 Share Posted January 28, 2022 it is glorious indeed! but i'm getting a lot of performance warnings from WalkerSim, on a ryzen 5 3600, 16 GB of decent ram, nice ssd, windows 11 properly tweaked for performance, dedicated private server A20.1 b5 on localhost many other mods are installed, but never noticed performance issues until using WalkerSim i would also like to know how this affects mods which edit/set/append/remove the following files in particular: archetypes.xml, entityclasses.xml, entitytgroups.xml, gamestages.xml, and spawning.xml Thanks for your efforts! Link to comment Share on other sites More sharing options...
danielspoa Posted March 20, 2022 Share Posted March 20, 2022 anyone still working on this? 🤨 Link to comment Share on other sites More sharing options...
ktrain Posted March 20, 2022 Share Posted March 20, 2022 3 hours ago, danielspoa said: anyone still working on this? 🤨 Not for a while, but it still appears to be working as designed. Link to comment Share on other sites More sharing options...
danielspoa Posted March 20, 2022 Share Posted March 20, 2022 (edited) 48 minutes ago, ktrain said: Not for a while, but it still appears to be working as designed. zombies seem to behave correctly here. I can't make the Viewer work however, wanted to test some settings and adjust stuff for my new server 😁 ps. I also have no idea how performance is going since the A20 versions. My new host doesn't show CPU/Ram usage Edited March 20, 2022 by danielspoa (see edit history) Link to comment Share on other sites More sharing options...
JaxTeller718 Posted April 1, 2022 Share Posted April 1, 2022 On 1/10/2022 at 5:02 PM, Ragnar said: Then I'll release version with a possible choice of several respawn systems: at the border, near some POIs, instantly or on a set day. I hope it will be done this week In the meantime here's patch, that: - Brings more configuration. Now you can set persistense save interval in config. I use 2 minutes with no problmes. What does it affect? Say, you've made zombie massacre, got to the trader or safe spot and about to finish your game session. If you set PersistenceSaveInterval too big, for example, 10 minutes, that's gonna mean, that if you quit game faster than in 10 minutes after massive shoot out, all zombies would be restored on the next launch. - Persistense fix. Although I fixed simulation file save and turned off insta respawn, all zeds were restored on the next launch. Now finally fixed and tested.https://github.com/RagnarHbUa/7d2dWalkerSim/releases/tag/v2.0.0 Im getting some null errors on new worlds and saved worlds started with the Sim. Thought maybe you could still be around to help out 2022-04-01T16:05:24 67.766 INF [WalkerSim] Cached 276 POI zones 2022-04-01T16:05:24 67.767 INF [WalkerSim] Cached 1024 world zones 2022-04-01T16:05:24 67.767 INF [WalkerSim] Initialized 2022-04-01T16:05:24 67.767 INF [WalkerSim] Starting worker.. 2022-04-01T16:05:24 67.770 INF [WalkerSim] Exception on loading stored simulation data: Could not find file "C:\Users\kings\AppData\Roaming\7DaysToDie\Saves\Navezgane\scaveng\WalkerSim.bin" --- mscorlib --- at System.IO.FileStream..ctor (System.String path, System.IO.FileMode mode, System.IO.FileAccess access, System.IO.FileShare share, System.Int32 bufferSize, System.Boolean anonymous, System.IO.FileOptions options) [0x0019e] in <695d1cc93cca45069c528c15c9fdd749>:0 at System.IO.FileStream..ctor (System.String path, System.IO.FileMode mode, System.IO.FileAccess access, System.IO.FileShare share) [0x00000] in <695d1cc93cca45069c528c15c9fdd749>:0 at (wrapper remoting-invoke-with-check) System.IO.FileStream..ctor(string,System.IO.FileMode,System.IO.FileAccess,System.IO.FileShare) at System.IO.File.Open (System.String path, System.IO.FileMode mode) [0x00000] in <695d1cc93cca45069c528c15c9fdd749>:0 at WalkerSim.Simulation.Load () [0x00000] in <1185a13bffd2402c83e72c0d98036da1>:0 2022-04-01T16:05:24 67.771 EXC Could not find file "C:\Users\kings\AppData\Roaming\7DaysToDie\Saves\Navezgane\scaveng\WalkerSim.bin" at System.IO.FileStream..ctor (System.String path, System.IO.FileMode mode, System.IO.FileAccess access, System.IO.FileShare share, System.Int32 bufferSize, System.Boolean anonymous, System.IO.FileOptions options) [0x0019e] in <695d1cc93cca45069c528c15c9fdd749>:0 at System.IO.FileStream..ctor (System.String path, System.IO.FileMode mode, System.IO.FileAccess access, System.IO.FileShare share) [0x00000] in <695d1cc93cca45069c528c15c9fdd749>:0 at (wrapper remoting-invoke-with-check) System.IO.FileStream..ctor(string,System.IO.FileMode,System.IO.FileAccess,System.IO.FileShare) at System.IO.File.Open (System.String path, System.IO.FileMode mode) [0x00000] in <695d1cc93cca45069c528c15c9fdd749>:0 at WalkerSim.Simulation.Load () [0x00000] in <1185a13bffd2402c83e72c0d98036da1>:0 UnityEngine.StackTraceUtility:ExtractStringFromException(Object) Log:Exception(Exception) WalkerSim.Simulation:Load() WalkerSim.Simulation:Start() WalkerSim.API:GameStartDone() ModEvent:Invoke() <startGameCo>d__122:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) 2022-04-01T16:05:24 67.772 INF [WalkerSim] Performing reset on start because of not persistent mode or failed load. Link to comment Share on other sites More sharing options...
ktrain Posted April 2, 2022 Share Posted April 2, 2022 16 hours ago, JaxTeller718 said: Im getting some null errors on new worlds and saved worlds started with the Sim. Thought maybe you could still be around to help out 2022-04-01T16:05:24 67.766 INF [WalkerSim] Cached 276 POI zones 2022-04-01T16:05:24 67.767 INF [WalkerSim] Cached 1024 world zones 2022-04-01T16:05:24 67.767 INF [WalkerSim] Initialized 2022-04-01T16:05:24 67.767 INF [WalkerSim] Starting worker.. 2022-04-01T16:05:24 67.770 INF [WalkerSim] Exception on loading stored simulation data: Could not find file "C:\Users\kings\AppData\Roaming\7DaysToDie\Saves\Navezgane\scaveng\WalkerSim.bin" --- mscorlib --- at System.IO.FileStream..ctor (System.String path, System.IO.FileMode mode, System.IO.FileAccess access, System.IO.FileShare share, System.Int32 bufferSize, System.Boolean anonymous, System.IO.FileOptions options) [0x0019e] in <695d1cc93cca45069c528c15c9fdd749>:0 at System.IO.FileStream..ctor (System.String path, System.IO.FileMode mode, System.IO.FileAccess access, System.IO.FileShare share) [0x00000] in <695d1cc93cca45069c528c15c9fdd749>:0 at (wrapper remoting-invoke-with-check) System.IO.FileStream..ctor(string,System.IO.FileMode,System.IO.FileAccess,System.IO.FileShare) at System.IO.File.Open (System.String path, System.IO.FileMode mode) [0x00000] in <695d1cc93cca45069c528c15c9fdd749>:0 at WalkerSim.Simulation.Load () [0x00000] in <1185a13bffd2402c83e72c0d98036da1>:0 2022-04-01T16:05:24 67.771 EXC Could not find file "C:\Users\kings\AppData\Roaming\7DaysToDie\Saves\Navezgane\scaveng\WalkerSim.bin" at System.IO.FileStream..ctor (System.String path, System.IO.FileMode mode, System.IO.FileAccess access, System.IO.FileShare share, System.Int32 bufferSize, System.Boolean anonymous, System.IO.FileOptions options) [0x0019e] in <695d1cc93cca45069c528c15c9fdd749>:0 at System.IO.FileStream..ctor (System.String path, System.IO.FileMode mode, System.IO.FileAccess access, System.IO.FileShare share) [0x00000] in <695d1cc93cca45069c528c15c9fdd749>:0 at (wrapper remoting-invoke-with-check) System.IO.FileStream..ctor(string,System.IO.FileMode,System.IO.FileAccess,System.IO.FileShare) at System.IO.File.Open (System.String path, System.IO.FileMode mode) [0x00000] in <695d1cc93cca45069c528c15c9fdd749>:0 at WalkerSim.Simulation.Load () [0x00000] in <1185a13bffd2402c83e72c0d98036da1>:0 UnityEngine.StackTraceUtility:ExtractStringFromException(Object) Log:Exception(Exception) WalkerSim.Simulation:Load() WalkerSim.Simulation:Start() WalkerSim.API:GameStartDone() ModEvent:Invoke() <startGameCo>d__122:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) 2022-04-01T16:05:24 67.772 INF [WalkerSim] Performing reset on start because of not persistent mode or failed load. I believe those errors only happen on first run when it can't find the Walkersim.bin file, which it will create at that time, thus resolving the problem on subsequent runs... 1 Link to comment Share on other sites More sharing options...
-Holo- Posted July 3 Share Posted July 3 Anyone checked if this works for A21 yet? Link to comment Share on other sites More sharing options...
-Holo- Posted August 16 Share Posted August 16 Update. Seems like it doesn't like A21 "VTable setup of type WalkerSim.API failed at System.Reflection.RuntimeConstructorInfo.InternalInvoke (System.Object obj, System.Object[] parameters, System.Boolean wrapExceptions) [0x00029] in <03bd9b261dff4c2b8b568aca27f561b2>:0 at System.RuntimeType.CreateInstanceMono (System.Boolean nonPublic, System.Boolean wrapExceptions) [0x00095] in <03bd9b261dff4c2b8b568aca27f561b2>:0 at System.RuntimeType.CreateInstanceSlow (System.Boolean publicOnly, System.Boolean wrapExceptions, System.Boolean skipCheckThis, System.Boolean fillCache) [0x00009] in <03bd9b261dff4c2b8b568aca27f561b2>:0 at System.RuntimeType.CreateInstanceDefaultCtor (System.Boolean publicOnly, System.Boolean skipCheckThis, System.Boolean fillCache, System.Boolean wrapExceptions, System.Threading.StackCrawlMark& stackMark) [0x00027] in <03bd9b261dff4c2b8b568aca27f561b2>:0 at System.Activator.CreateInstance (System.Type type, System.Boolean nonPublic, System.Boolean wrapExceptions) [0x00020] in <03bd9b261dff4c2b8b568aca27f561b2>:0 at System.Activator.CreateInstance (System.Type type, System.Boolean nonPublic) [0x00000] in <03bd9b261dff4c2b8b568aca27f561b2>:0 at System.Activator.CreateInstance (System.Type type) [0x00000] in <03bd9b261dff4c2b8b568aca27f561b2>:0 at Mod.InitModCode () [0x0007a] in <aa9c1f60dcc749c98d88a1474a3dbca4>:0 UnityEngine.StackTraceUtility:ExtractStringFromException(Object) Log:Exception(Exception) Mod:InitModCode() ModManager:LoadMods() GameManager:Awake()" And Zombies are stationary Pity. this seemed really good Link to comment Share on other sites More sharing options...
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