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FloLePanda

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  1. mmmmh my server is DDR3 and we are 3 to play on it, locally, it uses barely 6gbs total (system incluced) what you are saying about DDR2 though is extremely interesting, i didnt see things this way. ok it s been 14 years since DD3 is out, for sure it would be about time to turn the page, slight problem though, the hardcore state of 2nd hand market, not even talking of new parts market (i just built a 4000€ rig for a customer, the 3080 just increased 50% price in 18 months going from 950 to 1500. i mean seriously. i tried to reason him, i hate to see money wasted like that, but people are free, after all) sigh a decent DDR3 (H97/Z97) is around 80€. an i5 is 25€ and DDR3 sticks around 40€ for 16gb, 2 computers to upgrade, that s around 300€ to spend. well i ll have to wait for another madman to request a 12thGen w/ RTX 3000+ setup like next years on the other hand that s cool, i guess there will be cows and chickens and npc and lots of new stuff Zomboid was the only game me and my kids really got into. any suggestion for another coop game that would run on 10 years old rigs ? cause we have 2hours per week together for playtime, the rest of the time it s schooldays with no time to play, and weekends they re at their mother's playing with such low performances is not exactly fun, raises tensions, stress, etc... not fun. Hardware Req should be corrected on steam. I m not exactly a unique case, many people use "what they can" right now (you know, loss of job, inflation skyrocketing, all that)
  2. my day was a bit different than what i expected so i couldnt do things exactly like i wanted. but on my computer : Xeon quadcore @3.4Ghz / 8GB DDR2 / SSD in Sata2 / GT710 with 2GB Vram Vanilla Zomboid, no mods, fullscreen resolution 1680x1050 lock framerate 60 graphics settings : everything on LOW, lightning update 15, no skybox, puddles, wind movements, etc with texture compression unchecked : VRAM 98% load. Ingame Indoors : 60FPS, outdoors 35FPS checking texture compression : VRAM 47% load, ingame indoors : 40-60FPS, outdoors 10-30FPS CPU Load : average 70% on all cores System memory load : 6.5GB used in both case (compression on or off) (1.8GB before launching steam) that is _without_ mods i can get back the 400MB Vram number. that is before launching a game, at start screen. so basically, in 20 minutes quick test, if i enable texture compression, my computer seems unable to handle it correctly, and i get a very not smooth at all game (because 30FPS is an illusion, there are frame blocks, stuttering, i miss the correct words, it s not smooth at all). If i disable texture compression, things are better, but i wont run any mod due to lack of memory weird thing : i went out of the game back to the main menu while typing this. Memory usage went from 6.4 to 7.3GB. There s something definitely strange here. really. edit : i doubt zomboid's forum is _that_ heavy to manage for chrome, i dont think it needs 900MB to go from viewing the topic to edit a post mode. edit2 : console.txt, a few questions : LOG : General , 1650462850227> Processor cores: 4 LOG : General , 1650462850229> Available processors (cores): 4 LOG : General , 1650462850232> Memory free: 76.0 MB LOG : General , 1650462850233> Memory max: 3072.0 MB LOG : General , 1650462850233> Memory total available to JVM: 128.0 MB <<<<---------------- this ????? LOG : General , 1650462850680> Mobo = [Product=EP45-DS3LR] LOG : General , 1650462850975> CPU = { [Manufacturer=GenuineIntel,MaxClockSpeed=3400,Name=Intel(R) Xeon(R) CPU] } LOG : General , 1650462851292> Graphics = [AdapterRAM=2147483648,DriverVersion=27.21.14.5709,Name=NVIDIA GeForce GT 710] LOG : General , 1650462851596> VideoMode = [VideoModeDescription=1680 x 1050 x 4294967296 couleurs] LOG : General , 1650462851883> Sound = { [Manufacturer=Microsoft,Name=P‚riph‚rique High Definition Audio], [Manufacturer=Realtek,Name=Realtek High Definition Audio] } LOG : General , 1650462852191> Memory RAM = { [Capacity=2147483648,Manufacturer=2147483648], [Capacity=2147483648,Manufacturer=2147483648] } LOG : General , 1650462853595> GraphicsCard: NVIDIA Corporation GeForce GT 710/PCIe/SSE2 LOG : General , 1650462853596> OpenGL version: 4.6.0 NVIDIA 457.09 LOG : General , 1650462853599> Desktop resolution 1680x1050 LOG : General , 1650462853609> Initial resolution 1680x1050 fullScreen=true LOG : General , 1650462853610> OpenGL 1.5 buffer objects supported LOG : General , 1650462853612> VSync: OFF LOG : General , 1650462853645> NVIDIA: current available GPU memory is 1324 MB LOG : General , 1650462853646> NVIDIA: dedicated available GPU memory is 2048 MB LOG : General , 1650462853646> NVIDIA: total available GPU memory is 2048 MB (cutting pages of lua loading and missing fonts and missing stuff) LOG : General , 1650462881240> texturepack: loading Tiles2x LOG : General , 1650462881326> texturepack: loading Overlays2x LOG : General , 1650462881655> texturepack: loading JumboTrees2x LOG : General , 1650462882206> texturepack: loading Tiles2x.floor LOG : General , 1650462882214> LOADED UP A TOTAL OF 6 TEXTURES DEBUG: General , 1650462882293> TextureFBO.checkFBOSupport > OpenGL 3.0 framebuffer objects supported that s all that i see that is hardware related.
  3. Wow ok there s something really wrong, because i m not even talking full hd there, mine is 1680, kids are lower, still we get max memory used. i ll double check with other tools maybe it s also not reading the correct values (even though, same thing reported from task manager and libre hardware monitor) there must be something activated, i ll try windowed vs full screen, change resolution, and definitely inspect the nividia control panel (seems to be a problem on the nvidia cards, the radeon behaves more or less normally, i mean, the computer isnt strong so i wouldnt expect anything from it. the weird is the two nvidia computers showing the same problem with a super low end vcard and a decent 960gtx) i wonder if "disable threaded optimization" in nvidia control panel is still a thing, forgot to check if it was still off. will keep you in touch, with screenshots and everything. seems i m not alone (steam forums and reddit full of it)
  4. well, i always run the games in fullscreen, i ll check by tweaking the FPS lock though, didnt think of it. there is no vintage hdd, the cpus might be old, but i know how to manage those, a bit like old muscle cars. Xeons are full of cache and extremely efficients, C2D is history now, but i5 doesnt do much better so i ll dig deeper. Server has 10 dedicated in the command line, the whole thing is airproof as i dont want anyone to come mess with me and my kids, it s firewall blocked, nothing gets in or out. I used to manage gaming rooms with 200+ counterstike pc's in 2001-2002, i m just using the same old recipes. Zulu seems to litterally put the systems on their knees. i ll check if everything is fine on the java side, maybe an old machine still installed in the system creating side effects. will do those tomorrow, will post any new things i d find.
  5. i have the same behaviour. example : you select a bunch of stuff to transfer from your backpack, you move slightly to interrupt the transfert but stay near the destination container so it remains on the "focused" destination container. then you try to transfer something again : wont work until you "change focus" to another container and back to the first one. kind of frustrating, yes.
  6. i had the same 'surprise'. survivors do not have surviving stuff anymore (well i found a katana in a crate but that house was empty with a dead body (suicided) inside, not barricaded)
  7. The game cannot run on dual core, even 3.6Ghz overclocked one. Home Base configuration for my computer and my 2 kids : Core2Duo 3.6Ghz Overclocked, 16GB DDR3, GT710. Playing fine a couple months ago on 41.5x, cannot play on 41.68 (gets ejected from car in multiplayer, map crash, black screen, etc) Xeon 5440 3.6GHz Overclocked, 8GB DDR2, Radeon 7850 w/ 2GB (20-30outdoor-40FPS indoor) Xeon 5440 3.6Ghz Overclocked, 8GB DDR2, GT710 w/ 2GB (20-30outdoor -40FPS indoor) note concerning the 8GB computers : Texture compression is unchecked by default, which makes a lot more memory used, maxing the 8GB, game gets very slow to load, and ingame is not smooth despite correct FPS. if i check texture compression, the video memory used is around 1800MB out of 2GB available, and system + game takes around 6GB base memory. If i uncheck memory compression, video memory used is 1800MB still, but base system RAM gets maxed at 100% (8GB). It is WEIRD to see the video memory is strictly the same with the option on or off. so have to play with texture compression : on if 8GB memory. to be able to run the game over 10fps on my elder s son computer, (dualcore 3.6, 16GB DDR3, GT710), i had to change the cpu for a i5 4590 and replace the 710 with GTX960 to get roughly 35-50Fps indoor, 20-30FPS outdoor, which is the same than the older DD2 Gen computers with less efficient video cards. again, weird.) the game seems to be extremely demanding to the CPU. takes 80-90% of each 4 cores on the i5 or the Xeons. Makes it the most demanding game we have on hand. To compare, the latest lego skywalker runs super smooth on my younger's son, Xeon / 8GB / Radeon 7850. Total core load is less than zomboid, the Lego game is just out last week. When i see that people with uber rigs, involving 8/12/20 cores and RTX do have also problems to get the game smooth, i m wondering what kind of computer is able to run the game in good conditions. when i look to system requirements on steam : Processor: Intel 2.77GHz Quad-core Memory: 8Gb Ram i m kind of puzzled. so i tried to optimize a LOT of things, few to no zombies, cutting off all details, lowering resolution down to 1280.... it wont ever be "smooth". The amount of items around has a direct impact, driving on a road where you dismantled a lot of cars (aka south of muldraugh burnt traffic jam) can make the game go under 10FPS whatever the details settings are. There is really something to do about that. You cannot imagine how hard it was to get a second hand GTX 960, and the price for it was 50% more than before covid. There is nothing to be bought under 300€ on the "new" market. This situation is going to last until S2 2023, maybe it is time to seriously optimize the game. On LAN multiplayer, what does it do to lag : when going one floor up or down in houses, i can see my kids falling from nowhere instead of going down the stairs. If i jump over a fence, one of my kid sees me on one side, the other not item loot is random, my kid grabs an item, he sees it in inventory, but in fact the item is still on the ground, and will disappear from his bag later on travelling in a car over a speed of 50 gets them ejected from the car to end up in the middle of a pitch black forest with roadsigns cone everywhere Fighting is EXTREMELY hard Characters teleport The server : i5 2500k @ 4.5Ghz, 16GB DDR3, win 10 in command line server mode. the whole lan is Cat 6, no collisions, no packet loss. 3 months ago when MP was released, there was no problems, none. game ran smooth. What happened since then ? Also, "Zulu" is the new java platform ? did it change recently ? Is there anything to make it more optimized ? I appreciate a lot the efforts of development. It took time to make the game stable for MP, now it is, on the code side, i'd like to play with my kids and.... wow. i have to invest how many hundred euros, precisely, to do so ? thanks for your attention.
  8. well the mods are all compatible i spent some time checking them one per one, the main idea is to "freeze" the server version and the mods version and then update only when safe / checked / etc. i found what was wrong, there was another list of mods using steam IDs (the numbers) that i didnt realize would mess everything up. currently i m using a totally separated directory structure to avoid any conflicts / version changes, so i deleted also the server ini file and made everything clean, and it works, i can login a player as admin, all is clean. well. except the 400k of logs that contain numerous warnings concerning building that do not exist, invalid spawn points, missing animation and recipes, undefined stuff there and there, but due to the amount of mods used, i guess it is "normal". i ll have a quick run with my 2 kids this weekend to see if we dont crash the game too fast (using like 20 different cars addons from FR, Autostar, KIS, quite a lot of maps, hydrocraft on top of it... will see how far it can go without exploding) it s strange the game didnt cleanup the list of mods using numbers that was conflicting with the list of mods using names. Also i had to empty totally the mod list and put them back after, cause some of them appeared in the list as filenames, the "description" was not parsed. i admit my method is not exactly the most commonly used. but once it s stable, it will remain stable until new major changes justify to replace a mod or the game engine. thanks for stopping by
  9. Hello I just spent the evening trying to understand what is going on. I host a local server on one of my computers, launched via command line batch file ProjectZomboidServer.bat All notion of "public" is disabled, as well as steam is disabled too. Steam VAC and all cheat preventions turned on false in .ini file. The objective it to play with my 2 kids at home. I wanted to prebuild a base before we start playing together, i needed admin rights to get god mode etc. the tiny problem starts there : 1 cannot get admin 2 i dont have the right to use the setaccess command 3 if i login as admin (admin and password as specified in parameters in the batch file) i get the same results than if i join with a "normal" user 4 RCON command "players" returns 0 (!!) 5 sending commands through rcon on my connected player does nothing 6 finally kinda strange, if i quit the game and rejoin with the same "account" name, i have to recreate a character and rechoose a spawn point Something's not right, i cannot fully put my finger on it, it must be right under my nose but i cannot see it, what did i do wrong ? Edit : I wiped everything server side, and now i can see the player in rcon and giving admin mode works. now i have to understand why most mods didnt load......
  10. sigh. well i'll be honest i was a bit expecting this answer. wanted to try to host it in my dsl box, as we can host VM in them. I'll survive. For now thx for your time
  11. Hello, good morning good evening I would like to know if it is possible, i didnt say "easy", but just "possible", to run a dedicated server on a ARM64 linux arch ? Without Steam, because i red steam and ARM64, not good. Just a command line server to connect to at home to run a multiplayer world with my 2 kids. Thank you :)
  12. Hello I wanted to report a weird behaviour from the solar generator. I know if leaving the area will make it go off, also, that it turns off when i quit the game and reload. i m using a standard generator to go around this problem. today, i had Something new. When i loaded the game, the solar generator could not be unplugged, nor moved, Grabbed, as it showed "plugged in" tried multiple things (leaving area, unplugging / plugging the standard generator) Nothing worked So i took my battery array and made a second solar generator. This new one worked, i could plug in. Later on and i dont really know what did the trick, SolarGen 1 allowed me to unplug it and grab it. so i stored it for another safe house maybe. did quit the game later, loaded…. ah. Solar Gen 2 does not want to be plugged off. So i took solar gen 1 that…. cannot be plugged in. Standard generator works. tried to unplug/replug etc.…. Both Solar Gen wont allow interaction. #1 wont move (weight 10.000 as it is plugged in), #2 wont display "connect" sub menu, i can put it on the floor, grab it, and… that is all. i dont really see what happened the first time to "free" the stuck solar gen. will try various things but i did quite some tests already, Moving standard generator around, etc. no luck. Did anyone encounter the same problem and managed to find a way to get the action menu back ? Except this… slightly uncomfortable bug, everything works great very nice work on the mod, really, it is complex, full of details, a lot of hours well spent on coding, thank you a lot for this. Edit : One of the floors i built on top of the Warehouse roof had one unfinished wall (wanted to make a door, didnt do it and forgot) which "broke" the structure zomboidally speaking. with the 4 Walls of the 2nd floor connected, i could manage to unplug the solar generator (that was on the 3rd floor's roof) now that i look at the whole picture the behaviour was kind of logical. (even though it s really scary being unable to unplug / move a generator) Edit 2 : i might deserve a medal or a certificate on this one. i realized, as the "bug" happened again, that i had no screwdriver in my bag. maybe i should sleep more and play less.
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