-Holo- Posted August 18, 2019 Share Posted August 18, 2019 Getting a red spamming "InvalidCastException: Cannot cast from source type to destination type." about 5-10 times per second on my dedicated console. seems to have started at 18 on a bloodmoon night, something to do with the enginekiller mod? It stops when I log out but resumes as soon as I logback. As soon as the hordenight was done, it stopped spamming. Also. where can we take a look at the food consumption? the new 2.3 version feels alot too much as regular A17 for us so we'd like to tune it a bit on our server, is it just in the buffs.xml? And regarding the demonlab-bunker. It was both the most fun and most horrible experience we have had in a while, (this was during 2.11 still) it was amazing for us to fight the sheer numbers and struggling to hold the corridors and pushing forwards. (and chugging waterbottles like madmen xD ) it was horrible since the gameengine choked to 5-10 fps and their fireballs hit from literally across the lab. (there is a place with two red doubledoors right behind eachother, we had opened the first of those, but not the second, so no demons past that point. but we were still being hit by fireballs while standing at the entrance :/ Link to comment Share on other sites More sharing options...
slug3135 Posted August 18, 2019 Share Posted August 18, 2019 I made some hollow point 7.6 rounds but there is no option to use them in the AK? Is my game bugged or am I doing something else wrong? Also, trader quest says trader is at 0,0 and I can't seem to find a trader anywhere. This is on a mp game. Link to comment Share on other sites More sharing options...
Jeffny Posted August 18, 2019 Share Posted August 18, 2019 (edited) There are no guards on servers due to an MP bug that I THINK is fixed. No zombies is due to hitting the max spawned zombies limit. Find this in your server config or control panel. <property name="MaxSpawnedZombies" value="60"/> Increase it to 100 to be sure, but 80-85 should also be fine. Explosions through walls is a TFP issue, not a mod issue. Even cop puke can go through walls, or the explosion can hit you through walls. The second bunker is absolutely NOT supposed to be easy. The behemoth is supposed to be hard. It's toned DOWN from the TFP version. Trust me, if you saw the damage TFP intended for the behemoth, you wouldn't complain (hint: Base 500 damage to a player). So no. It doesn't need balance. It requires players to think about things. the behemoth could be hard, ok, but spawning on me, and run like "road runner" no.... the fps drop in the bunker....to mutch Z ? the precedent version was nice unless the survival torch..... The TFP version deal 500dmg....no difference whith your version....nobody 500m around, 2 picks hit....its suddenly dark and dead....... Edited August 18, 2019 by Jeffny (see edit history) Link to comment Share on other sites More sharing options...
FFW_Rude Posted August 18, 2019 Share Posted August 18, 2019 the behemoth could be hard, ok, but spawning on me, and run like "road runner" no.... the fps drop in the bunker....to mutch Z ? the precedent version was nice unless the survival torch..... The TFP version deal 500dmg....no difference whith your version....nobody 500m around, 2 picks hit....its suddenly dark and dead....... Erik's hammer ftw Link to comment Share on other sites More sharing options...
Syrex Posted August 18, 2019 Share Posted August 18, 2019 (edited) sorry, but there definitely are guards perched on the rails of the traders area while running dedicated server on machine. running current mod-launchers 2.3 ver. Edited August 18, 2019 by Syrex (see edit history) Link to comment Share on other sites More sharing options...
KhaineGB Posted August 18, 2019 Author Share Posted August 18, 2019 Want to preface this by saying I just got home from a day of tabletop gaming, so if any replies sound irritable, absolutely NOT intended. I'm just tired. But we finished a campaign we'd been playing for about 2 years and it was absolutely incredible! The downside of social anxiety is it means you just end up exhausted even if you had fun. Getting a red spamming "InvalidCastException: Cannot cast from source type to destination type." about 5-10 times per second on my dedicated console. seems to have started at 18 on a bloodmoon night, something to do with the enginekiller mod? It stops when I log out but resumes as soon as I logback. As soon as the hordenight was done, it stopped spamming. Also. where can we take a look at the food consumption? the new 2.3 version feels alot too much as regular A17 for us so we'd like to tune it a bit on our server, is it just in the buffs.xml? And regarding the demonlab-bunker. It was both the most fun and most horrible experience we have had in a while, (this was during 2.11 still) it was amazing for us to fight the sheer numbers and struggling to hold the corridors and pushing forwards. (and chugging waterbottles like madmen xD ) it was horrible since the gameengine choked to 5-10 fps and their fireballs hit from literally across the lab. (there is a place with two red doubledoors right behind eachother, we had opened the first of those, but not the second, so no demons past that point. but we were still being hit by fireballs while standing at the entrance :/ Red text: It's the engine killer mod. Go to the 7DTD directory, then Mods/DarknessFalls/Harmony and delete Harmony-Mythixdino_BloodMoonVehicleBuster.dll on the server. Myth has a fixed version we need to test tomorrow. I hate servers. Food/Drink consumption is in buffStatusCheck near the end... I think (pretty sure I put it near the end). If you put extra "ticks" in, make sure to also put extra ticks in for the dirty hack otherwise it'll break things. I'll double check the bunker, but it was 100% playable to me on 2.2 on my LAPTOP, which is way less powerful than most of the desktops you folks have (i7-4710MQ, GTX 980M... about the same as a desktop 970, 32GB RAM). By playable, I mean at least 30fps. the behemoth could be hard, ok, but spawning on me, and run like "road runner" no.... the fps drop in the bunker....to mutch Z ? the precedent version was nice unless the survival torch..... The TFP version deal 500dmg....no difference whith your version....nobody 500m around, 2 picks hit....its suddenly dark and dead....... Yes there is a difference. The one I have does 150 damage base BEFORE any modifiers for difficulty. And no, it's not like "road runner." The speed of the behemoth is set to 1.2. The speed of a Feral Wight is 1.35. It's already had it's speed, range AND damage nerfed. It's not getting tweaked anymore. It's supposed to make you terrified if being in the wasteland. sorry, but there definitely are guards perched on the rails of the traders area while running dedicated server on machine. running current mod-launchers 2.3 ver. That shouldn't happen on a dedicated server at all. Unless you copied the prefabs file from the SP version, or someone is hosting via steam (because that uses the SP version of the mod). Link to comment Share on other sites More sharing options...
Syrex Posted August 18, 2019 Share Posted August 18, 2019 (edited) Is there a way to know what to get rid of? Because i literally used the 7D2D mod launcher to install which made a copy of my steam copy and installed Darkness Falls.. when it was done installing I saw and edited serverconfig.xml to our specifications and then ran the startdedicated.bat from that folder if that helps. Edited August 18, 2019 by Syrex (see edit history) Link to comment Share on other sites More sharing options...
KhaineGB Posted August 18, 2019 Author Share Posted August 18, 2019 Aha, that'll do it. You should download the 7 days to die dedicated server and manually install the mod (https://gitlab.com/KhaineGB/darknessfallsa17server/-/archive/master/darknessfallsa17server-master.zip) instead of using the launcher. The dedi server build works WAY better than trying to use the single player version as a server. Link to comment Share on other sites More sharing options...
Syrex Posted August 19, 2019 Share Posted August 19, 2019 Hey Khaine, should I only extract and overwrite these files from your zip into the existing folder I have for you or delete all files/folders i have currently and replace only the folders/files that are in your zip. I ask because there are folders/files in the current setup that arent listed in the zip. Just as an example, I see a "Bluffs" folder in my current setup but I dont see that in the zip you referenced me to (there is other examples, but referencing this one as prime example). Just asking to make sure I don't mess things up beyond repair. Link to comment Share on other sites More sharing options...
Rommy Posted August 19, 2019 Share Posted August 19, 2019 hi! Have you done something about demongates? they usually spawn few demons at time yesterday i run demongate try to take it down and its suddenly slam out 50-70 demons. fps drop to 5 and i run out on diashow after few hundreds meter turn round and sneak back to see better this flameshow. Rest of my day i snipe out tens of demoncops and demonsoldiers. there might be little need of balance. Link to comment Share on other sites More sharing options...
KhaineGB Posted August 19, 2019 Author Share Posted August 19, 2019 Hey Khaine, should I only extract and overwrite these files from your zip into the existing folder I have for you or delete all files/folders i have currently and replace only the folders/files that are in your zip. I ask because there are folders/files in the current setup that arent listed in the zip. Just as an example, I see a "Bluffs" folder in my current setup but I dont see that in the zip you referenced me to (there is other examples, but referencing this one as prime example). Just asking to make sure I don't mess things up beyond repair. Yup, just extract and overwrite. I only include files actually needed. hi! Have you done something about demongates? they usually spawn few demons at time yesterday i run demongate try to take it down and its suddenly slam out 50-70 demons. fps drop to 5 and i run out on diashow after few hundreds meter turn round and sneak back to see better this flameshow. Rest of my day i snipe out tens of demoncops and demonsoldiers. there might be little need of balance. I didn't touch it, but I know Myth did to try and make the player area checking vs mob checking be seperate. I'll play around with it later. It shouldn't have broken anything. Link to comment Share on other sites More sharing options...
Syrex Posted August 19, 2019 Share Posted August 19, 2019 (edited) was the folder in zip "7DaysToDieServer_Data" suppose to go into the folder "7DaysToDie_Data"? *EDIT*: n/m I put 2 and 2 together, lol **EDIT 2**: i copied zip files over top the current files, overwriting when it asked, now neither the server nor the game will start... errrrrgggg Edited August 19, 2019 by Syrex (see edit history) Link to comment Share on other sites More sharing options...
KhaineGB Posted August 19, 2019 Author Share Posted August 19, 2019 Sounds like you just copied the server files over the client copy. You need to download the DEDICATED build from the Tools tab in steam. That's why it has a 7DaysToDieServer_Data folder. Link to comment Share on other sites More sharing options...
FFW_Rude Posted August 19, 2019 Share Posted August 19, 2019 Are Behemoth affected by PlayerZ buffs ? (the football zombie) Link to comment Share on other sites More sharing options...
Rommy Posted August 20, 2019 Share Posted August 20, 2019 It happend again. Another demongate, i get close to it and it vomit dozens of demons. Fps drop to zero was hard to get out of there when fps was 0.5 i try send screenshots but for some reason i get sending failed message. Anyway was last try for me. until something has done. I have decent iron to rolling on this game, usual i have 30-50 fps even in hars weather but those demon entrances nail my pc. Link to comment Share on other sites More sharing options...
Lovebite Posted August 20, 2019 Share Posted August 20, 2019 Demon gate spawn Yup, just extract and overwrite. I only include files actually needed. I didn't touch it, but I know Myth did to try and make the player area checking vs mob checking be seperate. I'll play around with it later. It shouldn't have broken anything. I got same problem using dfalls from modlauncher with the sorcery modlet installed. https://onedrive.live.com/?cid=9B30429DC64FB411&id=9B30429DC64FB411%217956&parId=9B30429DC64FB411%211943&o=OneUp Pic here. Massive spawns and a few frames per sec. I was thinkin wow do i relly need to kill that many zombies to bring that thing down? Link to comment Share on other sites More sharing options...
SupMap Posted August 20, 2019 Share Posted August 20, 2019 Hi, i have a problem with land claim blocks and i wonder if someone knows a work around or if someone else is experiencing the same thing. Me and my team play on our dedicated server, and we can not get the claim blocks to stop spawns inside our base. We have tried different locations, different claim block sizes, still we have 4 - 10 zombies spawning a day inside our base, right near the land claim block. Honestly this is a game breaker, as in this case i do not understand how base building should work and why you should build a base at all. Before we played Darkness Falls we did not have this issue, with the same claim block size - we did not change any settings in the serverconfig between the vanilla setup and the new setup with the mod. It may though be an issue of 7d2d itself, as we have re-installed the game and maybe something broke ? I would be thankful for any help Link to comment Share on other sites More sharing options...
KhaineGB Posted August 20, 2019 Author Share Posted August 20, 2019 (edited) Are Behemoth affected by PlayerZ buffs ? (the football zombie) I don't think so. Will check. It happend again. Another demongate, i get close to it and it vomit dozens of demons. Fps drop to zero was hard to get out of there when fps was 0.5 i try send screenshots but for some reason i get sending failed message. Anyway was last try for me. until something has done. I have decent iron to rolling on this game, usual i have 30-50 fps even in hars weather but those demon entrances nail my pc. Wasn't doing it for me... until today. Looking into it. EDIT: Seems to be fixed with preliminary tests, but sleep is needed because I have an early start tomorrow. Will do more testing. Hi, i have a problem with land claim blocks and i wonder if someone knows a work around or if someone else is experiencing the same thing. Me and my team play on our dedicated server, and we can not get the claim blocks to stop spawns inside our base. We have tried different locations, different claim block sizes, still we have 4 - 10 zombies spawning a day inside our base, right near the land claim block. Honestly this is a game breaker, as in this case i do not understand how base building should work and why you should build a base at all. Before we played Darkness Falls we did not have this issue, with the same claim block size - we did not change any settings in the serverconfig between the vanilla setup and the new setup with the mod. It may though be an issue of 7d2d itself, as we have re-installed the game and maybe something broke ? I would be thankful for any help I haven't touched land claim code. At all. I do know that's an issue if you claim a POI as a base though. Edited August 20, 2019 by KhaineGB (see edit history) Link to comment Share on other sites More sharing options...
Syrex Posted August 20, 2019 Share Posted August 20, 2019 (edited) Ran into an issue "InvalidCastException: Cannot cast from source type to destination type". Some facts: 1) it happened coincidentally as soon as a player read 2nd class book and chose mechanic class from blank class book 2) its horde night right before 10pm'ish... This has happened once before, before I moved server to a true dedicated (the actual tool) on horde night before (this is a fresh game)... 3) did someone move to an area thats bugged **Edit**: I'm having individual players enter to see where and who is initiating the error. **Edit 2**: doesnt matter who enters individually, the console spams this error **Edit 3**: Just went in solo and admin'd settime 9 13 0 and the errors arent there, so horde night bug??? Going to settime to close to horde night time frame for test... **Edit 4**: did a settime 9 21 45 and errors popped and spammed again Edited August 20, 2019 by Syrex (see edit history) Link to comment Share on other sites More sharing options...
AMSdregor Posted August 20, 2019 Share Posted August 20, 2019 I'm also running into the "InvalidCastException: Cannot cast from source type to destination type". It's happening to one of my buddies who was trying to run a wire from a CCTV. The moment he left the game the errors stopped. However, when he hopped back on they started up again. Any recommendations? If all else fails I guess I'll have to delete his profile and have him start fresh :/ Link to comment Share on other sites More sharing options...
Syrex Posted August 20, 2019 Share Posted August 20, 2019 yea it spams the console in game when there is more than one player in the game. Soon as its down to one player in game the console spams stop Link to comment Share on other sites More sharing options...
Syrex Posted August 20, 2019 Share Posted August 20, 2019 @AMSdregor: curious, is it horde night for you as well? Link to comment Share on other sites More sharing options...
AMSdregor Posted August 20, 2019 Share Posted August 20, 2019 Actually yes it was. He gave up and started playing League instead but I'll force him to rejoin now that the blood moon night is over. Link to comment Share on other sites More sharing options...
Syrex Posted August 20, 2019 Share Posted August 20, 2019 Just did a bunch of testing and it seem to happen @1800 on horde day.. 1759 = no errors Link to comment Share on other sites More sharing options...
FFW_Rude Posted August 21, 2019 Share Posted August 21, 2019 Hi, i have a problem with land claim blocks and i wonder if someone knows a work around or if someone else is experiencing the same thing. Me and my team play on our dedicated server, and we can not get the claim blocks to stop spawns inside our base. We have tried different locations, different claim block sizes, still we have 4 - 10 zombies spawning a day inside our base, right near the land claim block. Honestly this is a game breaker, as in this case i do not understand how base building should work and why you should build a base at all. Before we played Darkness Falls we did not have this issue, with the same claim block size - we did not change any settings in the serverconfig between the vanilla setup and the new setup with the mod. It may though be an issue of 7d2d itself, as we have re-installed the game and maybe something broke ? I would be thankful for any help Land Calim block stops zombie ? I thought it was only the beds and the claim block was for PvP protection. Link to comment Share on other sites More sharing options...
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