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Tehnomaag

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  • Birthday 03/20/1979

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    Estonia

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  1. Thanx Boidster - this script you modified indeed works just fine. If the server is running it notes so in the command line, waits the designated time (in seconds) and cheks again. If it is not running it opens a new command line window and starts the startdedicated.bat script and server indeed spins up upon my testing. Just the thing I was looking for!
  2. Thanx guys. This script is just the thing I was looking for. I'll give it a try later today. As far as server console drawing blank after the "server is starting" line in the console upon first run after a restart - that is a regular occurence for me as well. My workaround is that I start the server, then kill it after about 30 seconds and then just run the starting script again and normally the server console window starts updating then. After I have done it once after the machine restart the next server runs normally update the console log just fine. Fortunately I restart that machine on which the server is running relatively infrequently, every few months or so. A question on the script - can the timer for cheking the condition of the server be includuded in the script itself? So that I do not have to include it in the scheduler but can just run the script in the command line or powershell. The motivation for that question is that sometimes when I change servers (we from time to time try different mods) it would be mildly annoying if the scheduled script would try to spin up a server while I'm working on configuring it. That way I could just close the CMD in effect stopping the script from running for a little while and when I'm done just open up the command line again and re-run the server cheking script. Ofc doing it that way would mean leaving a command line open in the background but that would not be a problem, I presume, on a dedicated server. EDIT: The script is not quite working. When I close the server and run the .bat script it first, gives an error message that it cant find 7DaysToDieServer (which is expected ofc) but then tells me that the server is starting, including the 15 sec timer from the main start script but the server itself will not spool up. That is after I added the relevant "..." marks to get around the error message that D:\7 is not a known command because of spaces in the path.
  3. I am running a small private dedicated 7d2d server for myself and few friends. However, the server crashes from time to time, not frequently but at least once a week or so. This is a bit annoying as it often happens when I have already gone to sleep and my friends have to wait then with their things until I wake up and are able to restart the server. So the question is - what do you use to chek if the server is running and re-start it if it has crashed? The server is running on a dedicated physical machine with Windows 8.1 operating system. Basically what I am looking for is something that cheks if there exists a task in task manager called "7DaysToDieServer" and if it does not exist then run a "D:\7 Days to Die Dedicated Server\startdedicated.bat" script. This would ideally happen every few minutes or so.
  4. what are the constraints on using your own heightmap? grayscale png? max 256 levels between full white and full black? compression or no compression? what I'm trying to achieve is rather rough terrain 8x8 km map with significant amount of water between mountain peaks, basically, what I would like to do would be just taking the already generated heightmap and increasing water level by +25m or +50m and then re-running the map-gen for building placement. how would I go about achieving that? when I tried editing the heightmap the Nitrogen refused to import it.
  5. If you are already going over most POI's please take a look also at the sleeper volume flags. It seems to me using the latest compopack45 that few POI's have heavily overused the attack-upon-entering flags in their volumes. Such an event should be more of an exception than a rule. And it is a special kind of problem if the POI designer has added also lions/direwolves and zombie bears into the population that can spawn in their POI for some bizarre reason. I mean OK - it could be an extra challenge, but really? - getting attacked by a zombie-bear-sleeper or even a dire wolf upon entering for a tier 1 clear quest might be a bit overdoing it? If possible maybe just change the auto-attack volumes into normal sleeper volume which wakes the zombies up (if a flag exists for it maybe just turn them into a random walker mode) in POI's where it seems to have been overused or if random walker is not possible flag just turn on their senses, instead of just beelining the whole small tier 1 quest POI down your throat, with lions, radioactive mother pigs, wolves and snakes and the rest of the carneval. Because as it currently stands some of the buildings in compopack45 seem to be just done for the purpose of trolling players using the pack. Stuff like that, for example, (good luck stepping into THAT volume without taking note of the residents):
  6. That is an intriguing idea. You can get even occasionally these silver nuggets when mining or looting, so it would be a special ammo for special undead. Although for that to make sense the special new undead would need to be exeptionally rare and scary for one to go through the trouble of crafting that special ammo for special undeads and then to bother carrying it around for the case should one become around the corner. Ofc in that case one would need also the silver tipped arrows and crossbow bolts as well for the sake of completeness.
  7. Ahhhh - I did not know that. THAT would explain it perfectly. No forest trader - no quest target. I just always kinda assumed it sends you to the closest trader.
  8. After googling around for half a day and trying everything I could think of it appears that one of the problems causing that might be trader interaction with biomes. I was using Nitrogen "full desert" biome. As soon as I generated "normal" biome Nitrogen map (leaving all other parameters as they were) I can get, it appears, the trader quest.
  9. Thanx mate. That seems to be the case indeed. I went through 10'ish maps last evening this morning trying to figure out WTF is going on. Going to god mode, flying to trader finding that all is well with him (talks to me just fine, has stuff for sale etc) but as soon as you put down the campfire NO TRADER is the quest result. I was doing full desert biome world gen. Meaning that the problem was not with the game, problem was with Nitrogen in single biome settings, it seems. EDIT: And interesting bit of information has fallen on my lap from here: (apparently it might be because of the a19 change where the starting quest always sends you to a forest trader. Since there is no forest trader in an all-desert map, you get the no trader message.) Maybe add an option into the nitrogen to force the first trader to be in a forest biome if the devs of a19 do not fix that requirement. rently
  10. Sorry. Does not seem to be working for me.
  11. Did I get the suggestion correct? That if you keep trying a map after map with the current a19 stable eventually you will get one what can give you a trader quest? As opposed to a common situation where the very first map you play with a19 with nitro map is fine and the next one has "no trader" after placing a campfire? Because that does not seem to be working for me. Went through 6 tries last evening and through 2 more tries this morning. The traders are actually there and functional (went to debug mode and teleported there, they are open, they talk to you just fine) - just when you reach with your quest chain to where it is supposed to point you towards a trader there is "NO TRADER" Reading the server log the issue is: NullReferenceException: Object reference not set to an instance of an object. at NetPackageQuestGotoPoint.ProcessPackage (World _world, INetConnectionCallbacks _netConnectionCallback) [0x00157] in <bb2961016a004bd4bf77288a67df32f1>:0 at ConnectionManager.ProcessPackages (INetConnection _connection, NetPackageDirection _disallowedDirection) [0x000b2] in <bb2961016a004bd4bf77288a67df32f1>:0 at ConnectionManager.Update () [0x00053] in <bb2961016a004bd4bf77288a67df32f1>:0 (Filename: <bb2961016a004bd4bf77288a67df32f1> Line: 0)
  12. The the same version of Nitrogen (v0.501 which is the latest current build) was fine for the previous map (the first a19 map) we were using. So it is not the map versioning issue, otherwise the same problem would have been present for the first map we were playing for a19. Hardware wise - it has been OK so far for us. We dont have 16 anyway. More like 4 to 6 players. Its a dedicated physical machine with 32 GB of RAM and an SSD only for the 7d2d files with 1 Gbps net connection. CPU is indeed a bit over decade old but even 16x16 km map is light enough on it that it does not even have to clock up to the max it can other than during blood moons. Anyway - I went and shut down the current machine, did a new Nitrogen map with the same parameters in 8x8 km size (in case its the size issue) and tried it. Still getting "NO TRADER" after placing the campfire. There is actually 4 traders on the map, looking at the generated map preview. As far as I can see, this is the problem spot in the server log: NullReferenceException: Object reference not set to an instance of an object. at NetPackageQuestGotoPoint.ProcessPackage (World _world, INetConnectionCallbacks _netConnectionCallback) [0x00157] in <bb2961016a004bd4bf77288a67df32f1>:0 at ConnectionManager.ProcessPackages (INetConnection _connection, NetPackageDirection _disallowedDirection) [0x000b2] in <bb2961016a004bd4bf77288a67df32f1>:0 at ConnectionManager.Update () [0x00053] in <bb2961016a004bd4bf77288a67df32f1>:0 (Filename: <> Line: 0) I do not see a file named "bb2961016a004bd4bf77288a67df32f1" in the server. So my hypothesis is that first time I was playing a19 the file was not there and was generated. Now its sitting somewhere where windows search cant find it and is messing things up. Probably. Each next map I use is trying to look something up in that file, it seems, which is not there because it was for a previous map, obviously. Now I'm not a game dev and that is just my current hypothesis. Maybe someone who knows better than me can enlighten me what do to about that, though. output_log_dedi__2020-09-08__11-16-44.txt
  13. 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. Edit: this is probably the section of the log that shows the appearance of the problem for me: NullReferenceException: Object reference not set to an instance of an object. at NetPackageQuestGotoPoint.ProcessPackage (World _world, INetConnectionCallbacks _netConnectionCallback) [0x00157] in <bb2961016a004bd4bf77288a67df32f1>:0 at ConnectionManager.ProcessPackages (INetConnection _connection, NetPackageDirection _disallowedDirection) [0x000b2] in <bb2961016a004bd4bf77288a67df32f1>:0 at ConnectionManager.Update () [0x00053] in <bb2961016a004bd4bf77288a67df32f1>:0 (Filename: <bb2961016a004bd4bf77288a67df32f1> Line: 0) output_log_dedi__2020-09-07__19-52-16.txt
  14. I started a19 game few weeks ago on a Nitrogen pregen map of 10x10 km for multiplayer server. It was fine as far as traders go. Now we started a new map for a more challenge (4x4 km full desert map, nitrogen, 2 traders on map) but no matter what we do there is this "no trader" bug now. We tried 5 different maps of the same parameters, I even tried with maps where we had 6 traders on that 4x4 km. Nothing. I went in god mode and the traders are there, they do talk to you when you go up to them, but if you make the starting quest as far as trader quest you get the "NO TRADER". I'd say this is kinda critical bug. Any ETA on fixing it? Deleting mods does not fix it. It appears to be every map after the first one you use is affected. It's not limited to W10 (some have suggested that W7 is fine, but that is not a solution is it now, considering its no longer a supported operating system) as the server is running W8 and its still a thing.
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