Project Eden (WIP massive random scenario)

Discussion in 'Scenarios' started by ravien_ff, Jun 18, 2018.

  1. Kalizaar

    Kalizaar Lieutenant

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    Thanks for all your work, ravien! Started a new dedicated with your latest update and the workaround you provided. Server seemed to load fine as far as I can tell. In the log files there are a few lines that look a little suspicious in case you want to see. Not sure if they're expected or not.

    Dedicated log:
    Fallback handler could not load library C:/Games/EmpyrionProjectEden/DedicatedServer/EmpyrionDedicated_Data/Mono/libc
    Fallback handler could not load library C:/Games/EmpyrionProjectEden/DedicatedServer/EmpyrionDedicated_Data/Mono/libc.dll
    Fallback handler could not load library C:/Games/EmpyrionProjectEden/DedicatedServer/EmpyrionDedicated_Data/Mono/libc
    ...

    Playfield log:
    WARNING: Shader Unsupported: 'Nature/SpeedTree Standard Instancing' - Pass 'FORWARD' has no vertex shader
    WARNING: Shader Unsupported: 'Nature/SpeedTree Standard Instancing' - Pass 'FORWARD' has no vertex shader
    WARNING: Shader Unsupported: 'Nature/SpeedTree Standard Instancing' - Pass 'SHADOWCASTER' has no vertex shader
    WARNING: Shader Unsupported: 'Nature/SpeedTree Standard Instancing' - Pass 'META' has no vertex shader
    WARNING: Shader Unsupported: 'Nature/SpeedTree Standard Instancing' - All passes removed
    WARNING: Shader Unsupported: 'Nature/SpeedTree Standard Instancing' - Setting to default shader.
     
    #101
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  2. ravien_ff

    ravien_ff Rear Admiral

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    Glad to know it's working so far!

    I noticed those errors too. Not sure what it has to do with. Maybe the deco on one of the planets is causing it.

    Let me know if you encounter any other problems! Don't forget to set up your game options for anti grief zones and poi regeneration as you prefer. The scenario uses the default single player options by default.
     
    #102
  3. ravien_ff

    ravien_ff Rear Admiral

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    At 2300 hours we received a transmission from one of our unmanned probes in the outer rim. Recorded temperature was -232c and the wind speed was clocked in at over 600 km/h. Atmospheric composition was 74% Hydrogen, 22% Helium, 2% Methane, and 2% trace other gasses.

    The probe detected several faint sources of EM radiation before the signal was lost. All attempts to re-establish subspace communication have failed.

    - High Command,
    United Council of Humanity [UCH]

     
    #103
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  4. ravien_ff

    ravien_ff Rear Admiral

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    Updated test scenario:

    New Planets:

    - Ice Giant:
    Prototype planet. Work in progress.
    Has same orbit and moons as Gas Giants.


    New Moons:

    - Volcanic:
    Harsh uninhabited moon inspired by Jupiter's moon Io. Can be found around Gas or Ice Giants and Plasma planets.

    - Eerie:
    Dark and creepy. Sometimes has highly radioactive lakes with large amounts of Pentaxid. Modified version of Tellrog's TheDeep planet. Can sometimes be found around Alien planets. Rare.

    - New variations of Barren Moons:
    Iron Rich version, with large iron deposits.
    Sandy version, with a lot of small silicon deposits and silicon mines you can trade with or raid.

    - Added Polaris PentaCorp trade outposts to some Barren Moons.
    Buys and sells raw Pentaxid.

    - Added Polaris Research Crawlers to some Sandy Barren Moons and to Ice Giants.
    Buys biological research items, such as alien organisms, xeno substrate, alien parts, etc.

    - Tweaked solar system generation.
     
    #104
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  5. Kalizaar

    Kalizaar Lieutenant

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    We're enjoying exploring the huge system still here. We've been getting a couple warning messages in many of the orbits though.

    1. "Attention: Please stop building on Mozei Orbit since it will soon reach its maximum structure limit! Current structures: 291"
    2. "Attention: Please consider leaving and stop building on Celendo Orbit since it has more structures then allowed (300)! 267 should leave the playfield!"

    I changed the "MaxStructures" to 600 in the gameoptions.yaml but we're still seeing the 300 max with "### should leave the playfield" messages. Is there a setting somewhere else I need to change? Or can we just ignore that message each time we enter those playfields?
     
    #105
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  6. ravien_ff

    ravien_ff Rear Admiral

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    That I'm not sure of. I thought the max possible structures was changed to something like 66,000 per playfield when they added dynamic structure loading.

    These space playfields are pretty experimental and do have a ton of random POIs at the moment. I'll try to find out if there really is a max limit and if so I'll make changes to them.

    I can't imagine they'd limit the max structures to only a few hundred in space playfields. Thanks for letting me know about this and so glad everything seems to be working so far otherwise! :D
     
    #106
  7. ravien_ff

    ravien_ff Rear Admiral

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    I'm going to do some testing and tweaking this weekend but until then, did you also try setting the MaxStructures in the gameoptions.yaml that is included with the scenario as well? Don't forget to change the one that is under the " - ValidFor: [ MP, Survival ]" section and to remove the "#" in front of it.

    The default gameoptions.yaml file included is the same as the one for default survival. Here's the relevant part:

    Code:
        #### SPECIAL COOP SETTING ####
      - ValidFor: [ MP, Survival ]
        # DecayTime: 24                     # default value
        # WipeTime: 0                       # default value
        # ProtectTime: 48                   # default value
        # ProtectDelay: 300                 # default value
        # MaxStructures: 200                # default value
    Try making sure that last line is changed like so in both your server's gameoptions.yaml, the scenario's gameoptions.yaml and if there's a gameoptions.yaml in the save file too like so:

    Code:
        #### SPECIAL COOP SETTING ####
      - ValidFor: [ MP, Survival ]
        # DecayTime: 24                     # default value
        # WipeTime: 0                       # default value
        # ProtectTime: 48                   # default value
        # ProtectDelay: 300                 # default value
        MaxStructures: 600                # default value
    (Make a backup copy of your gameoptions.yaml first just in case).

    If this seems to do the trick then I can easily change the default gameoptions file so nobody else has to worry about it again. :D
     
    #107
  8. Kalizaar

    Kalizaar Lieutenant

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    Hmm, nope that didn't seem to do anything. Strange!

    Later today I'll try spinning up another server with your latest version and making these changes before I start it. See if that makes a difference.
     
    #108
  9. Space Beagle

    Space Beagle Captain

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    @ravien_ff - Last few days I was listening (current) Empyrion soundtrack with all those fantastic scifi-spacy things, and like all the time I was thinking about your version of game planets :rolleyes:

    Soundtrack was definitely made on YOUR vision :D

    Let us hope that A10 (& new stuff) will not require some extreme rework of your scenario :oops:
     
    #109
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  10. Kalizaar

    Kalizaar Lieutenant

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    So I didn't get a chance to try making a new server to test out that idea yet. Last night there was a warning in the EmpAdminHelper.

    "ATTENTION: On Playfield 'Xotet' 719 structures were deleted. Did you wipe it? Otherwise this looks like a bug. Please check the logs."

    Not sure what happened there. Looks like it happened just before one of my players logged off. Unless they were kicked off at that point, not sure.

    Hopefully I get some time today to see if a fresh server with latest scenario version still has these issues.
     
    #110
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  11. ravien_ff

    ravien_ff Rear Admiral

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    There are a couple of planets that can spawn that many POIs (Dead and Plasma class planets), but it's possible the game can't handle it on a dedicated server. Or it could be a game bug with being alpha and all that. I might need to lighten up on the POIs on those particular planets a bit. The patch notes said playfields can now handle something like 60,000 structures, but it's entirely possible the actual limit is much lower and we've just been finding that out. :D

    Just curious, I forget, are you running the live branch A9.6, or the experimental branch A9.7? There are multiplayer problems in A9.7 that will hopefully be fixed soon.

    Thanks for trying out and helping me find problems in multiplayer. Sometimes it's hard to tell what is a game bug and what is a problem with the scenario itself and of course multiplayer problems don't show up in single player so this is a huge help for me.
     
    #111
  12. ravien_ff

    ravien_ff Rear Admiral

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    Looks like the experimental branch is getting a new update, so if you're on the experimental branch right now, this update might work better:

     
    #112
  13. Kalizaar

    Kalizaar Lieutenant

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    I'm running 9.6.
     
    #113
  14. Kalizaar

    Kalizaar Lieutenant

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    Aha, might have found something! So I made a fresh server, and before logging in with a player I made sure to set max structures to 1000.

    Looking around in the EmpAdminHelper interface I stumbled upon the "Playfields" tool.

    max structures.png

    Max Structures for everything there shows 300. Which jives with the warning message we've been getting. No idea where the tool is seeing that 300 limit.
     
    #114
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  15. ravien_ff

    ravien_ff Rear Admiral

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    No idea either. 300 doesn't match up with any of the defaults in either default survival, multiplayer, or the game options in my scenario. I don't know where it's getting 300 from.

    Try posting a message here: https://empyriononline.com/threads/tool-emp-admin-helper-eah-free-v1-45-x.5771/
    Or maybe file a bug report here: https://empyriononline.com/forums/bugs.24/

    In case it's a bug with the game or with EAH.

    "Alpha 8.2 has been released to the public branch!

    This version is not only adding a few new features and fixing bugs but is addressing an important, technically related topic: loading and unloading structures in a sensitive manner in order to reduce performance cost - which also adds the possibility to significantly increase the amount of structures per playfield (bases, POIs) from 255 to over 65.000!"
     
    #115
  16. Kalizaar

    Kalizaar Lieutenant

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    Ok, posted in the bugs forum.
     
    #116
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  17. Taelyn

    Taelyn Guest

    You have to change the number in EAH your self. Doesnt happen automaticly. The number 300 is picked on purpose.
    The warning message will go away if u make the number in EAH higher
     
    #117
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  18. Kalizaar

    Kalizaar Lieutenant

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    Oh really, nice! Where can I find/change that setting? And do you know if it is just a warning only, or is EAH actually removing things? 2 of the messages sound like warning only, but then there was that "719 structures deleted" message. Maybe that one was just a fluke.
     
    #118
  19. Taelyn

    Taelyn Guest

    Just double click the 300 then u can edit it

    Have to ask if its just a warning
     
    #119
  20. Kalizaar

    Kalizaar Lieutenant

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    Aha ok, I see. Any idea if there's a way to automate or set a different default? Or do I have to manually change 250+ rows in that EAH screen?
     
    #120

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