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Server Side Zombies by sufkin, zeds freezing on horde night


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Hey guys an gals.

i help run a dedi server that has Server Side Zombies running.

it works fine 99% of the time but when comes to horde night the zeds spawn and freeze,
regardless of player count, or server settings.
even with a fresh restart prior to horde night.

 

Has any one come across this and have a remedy?

 

SERVER SPECS

 

OS: Linux 5.4 Ubuntu 20.04 64bit

CPU: Intel(R) DUAL Xeon(R) CPU E5-2609 v2 @ 2.50GHz (cores: 8 )

RAM: 64345 MB ( 64 GB )

 

 

checking the logs everything is fine till horde night starts and i get this occurring in repeat

 

ndexOutOfRangeException: Index was outside the bounds of the array.
  at EntityZombie.GetMoveSpeedAggro () [0x00034] in <24b464b028e84a71881593dfdba4c984>:0 
  at EAIApproachAndAttackTarget.Update () [0x00432] in <24b464b028e84a71881593dfdba4c984>:0 
  at EAITaskList.OnUpdateTasks () [0x0015b] in <24b464b028e84a71881593dfdba4c984>:0 
  at EAIManager.Update () [0x00026] in <24b464b028e84a71881593dfdba4c984>:0 
  at EntityAlive.updateTasks () [0x00063] in <24b464b028e84a71881593dfdba4c984>:0 
  at EntityAlive.OnUpdateLive () [0x00154] in <24b464b028e84a71881593dfdba4c984>:0 
  at EntityEnemy.OnUpdateLive () [0x00000] in <24b464b028e84a71881593dfdba4c984>:0 
  at EntityZombie.OnUpdateLive () [0x00000] in <24b464b028e84a71881593dfdba4c984>:0 
  at EntityAlive.OnUpdateEntity () [0x0001e] in <24b464b028e84a71881593dfdba4c984>:0 
  at World.TickEntity (Entity e, System.Single _partialTicks) [0x0015d] in <24b464b028e84a71881593dfdba4c984>:0 
  at World.TickEntitiesSlice (System.Int32 count) [0x00037] in <24b464b028e84a71881593dfdba4c984>:0 
  at World.TickEntitiesFlush () [0x0000c] in <24b464b028e84a71881593dfdba4c984>:0 
  at GameManager.UpdateTick () [0x00033] in <24b464b028e84a71881593dfdba4c984>:0 
  at GameManager.gmUpdate () [0x00291] in <24b464b028e84a71881593dfdba4c984>:0 
  at GameManager.Update () [0x00000] in <24b464b028e84a71881593dfdba4c984>:0 
 
(Filename: <24b464b028e84a71881593dfdba4c984> Line: 0)
 

Edited by Missy1557 (see edit history)
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I have come across this on 2 occasions.

 

On one occasion, the server was running two custom zombie server mods and they were not working well together during horde night. Once the smaller mod was integrated into the bigger mod, it improved game play during horde night.

 

On another occasion, the server was just sluggish with more than 6 players. It was possibly linked to a slow HDD. The server host switched to a new host with SSD and horde night sluggishness only started to appears from 16+ players. After 22 players, there is a noticeable delay and things are being pushed too hard.

Edited by arramus (see edit history)
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The way this method of making new zombies is highly inefficient, as it layers prefabs over other meshes, and multiple new materials which causes a much heavier load on the CPU and GPU.  Be prudent in how many of these custom zombies are spawned at once.

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13 hours ago, xyth said:

The way this method of making new zombies is highly inefficient, as it layers prefabs over other meshes, and multiple new materials which causes a much heavier load on the CPU and GPU.  Be prudent in how many of these custom zombies are spawned at once.

 

do you know if there a mod out there that adds more Varity of zeds that doesn't impact servers as hard?

 

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On 5/31/2021 at 7:06 PM, Missy1557 said:

Hey guys an gals.

i help run a dedi server that has Server Side Zombies running.

it works fine 99% of the time but when comes to horde night the zeds spawn and freeze,
regardless of player count, or server settings.
even with a fresh restart prior to horde night.

Yes, the Creature Packs are a lot of fun and run very smoothly and I have a particular 'soft spot' for the Behemoth.

These will also require clients to download and I don't know if you are running the Snufkin Zombies as a way to keep things server side.

 

If your intention is to remain server side, I can provide a buffs.xml which will remove the majority of attachments for the Snufkin Zombies PLUS pack, which I assume is the version you are using, to see if that increases performance. The Snufkin Zombies will still be recognisable based on how they look and what they do but just lose the attachments that are added to their mesh. For some, it will barely be noticable, while for others like the Scorcher there will be a loss of 'flame thrower turrets' on each shoulder as well as any other attachments. It'll be a possible compromise.

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  • 3 weeks later...

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