Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Messages - ai_enabled

Pages: [1] 2 3 ... 68
Game discussion / Re: Recommended specs for server
« on: Today at 03:21:37 am »
When you run the server it will print the mini-profiler stats every 10 seconds into the console. The most important stat is the total update duration.
The default server tickrate is 60 updates per second. It means the frame duration should be consistent below 1/60 of a second (16.7 ms). If in the log you see that the frame takes longer than 16 ms at max, then the hardware is definitely not enough to handle the load. You can reduce the tickrate in that case (to 40 or even 20 updates per second, below creates too high input lag to my opinion) - for example, with 30 updates per second the server has a budget of 1/30 of a second (33.3 ms) per frame.

The game performance scales pretty well with many players online. The reason is that the most game CPU load is player-independent such as game systems update (spawn, AI, vegetation growth, food spoilage, etc). So if you can run the server for the first time (with 0 players) and it reports in the log that it's not using more than 50% of the frame budget total on the update tick, it should be good to play with a few dozens of players online.

Game discussion / Re: Recommended specs for server
« on: Yesterday at 12:37:13 pm »
We have no more than about 60 players online on any of our servers yet... and it works fine on Intel 2-core CPU with about 2 GHz clock speed, using not more than 600 MB of RAM usually.
Please note that the game server writes a lot of info in the log so it might hog a few GB of free space even if there are no players online. I'm not sure if we've implemented a sliding log mechanism yet (creating a new log file every day and deleting older log files). If not, we will finish it soon as it was already done for VoidExpanse years ago.

Modding info / Re: Mob height/scale/size
« on: Yesterday at 12:33:05 pm »
Yes, the world scale is for both physics and visuals (skeleton). They should be scaled simultaneously anyway as otherwise physics will not match the visuals.

Modding info / Re: Mob height/scale/size
« on: September 21, 2018, 12:38:47 pm »
The first one is used to define the offset (in world units) of the character healthbar and (other UI stuff we displaying over the character, for example - player nickname in case of PlayerCharacter).

The world scale is the world scale and affects both visual (skeleton) scale and 2D physical world character's appearance.

Bug reports / Re: Players go through the wall and endure things
« on: September 21, 2018, 09:00:34 am »
thanks for reporting!

That's unexpected. Will see how it works with our next update as it almost ready for the release (early next week).
Current version is too outdated to investigate the issue as we've done some changes which might affect the issue.

> There also needs to be a log message of anyone who enters your house not titled to land claim or doors.
We plan to add the logging feature to the land claim building so it will be possible to read about all the events happening there (including attacks on your base, exits/enters of owners and non-owners, also stats about all the stored items in the land claim area, etc).


Bug reports / Re: Stucked On Login Screen
« on: September 17, 2018, 12:36:38 pm »

thank you very much for your response!
You've mentioned Turkey and that the game doesn't work on two different PCs. So I've got an idea that it might be related to the regional settings as we had this issue once with our previous game when floating point numbers were unable to parse because for the particular Windows region/language the decimal separator char was colon (like 1,234) but for the rest of the world it's dot char (1.234).

I've immediately switched to Turkish Region setting and restarted the game. And now I'm also stuck on the loading screen same as you and your friend :-) .

I will investigate and fix the issue tomorrow.
It seems the issue happens at MonoGame scripts compiler itself (it parses it before supplying the shader to DirectX shader compiler). So the fix will be useful for MonoGame community too as it's a very popular game engine.

If you want a quick workaround, you can switch the Region in the Windows Settings to English/US.


Bug reports / Re: Stucked On Login Screen
« on: September 16, 2018, 04:04:00 am »
Please try reinstalling/repairing .NET Framework 4.7.2
DirectX 11 shaders compiler is one of its prerequisites and might be repaired too in the process.

I don't have any other ideas at the moment. As I wrote above, we have thousands of installations and this is the first time we hear about the issue with the shader compilation.


Bug reports / Re: Stucked On Login Screen
« on: September 16, 2018, 02:46:44 am »

sorry for the late response. It seems the game cannot compile one of the required shaders (it cannot parse it and throws errors). This is very surprising as we have thousands of installations and nobody else reported a similar issue.

I see two possibilities:
1. The game data was damaged after/during installing. Please try reinstalling the game from the Launcher application.
2. The DirectX 11 shaders compiler is not properly installed. In particular, the library file "d3dcompiler_47.dll" which is used by the shaders compiler tool shipped with the game. This file is installed with .NET Framework 4.7 (as it depends on it) but before that, it was a separate download. Unfortunately, I cannot find a separate Microsoft KB* package to reinstall it. I've found a website which looks useful but please pay maximum attention as the provided DLL files might contain viruses.

Bug reports / Re: Stucked On Login Screen
« on: September 15, 2018, 01:18:45 pm »
alsvartr, hi!

Could you upload the game logs folder on Google Drive or Dropbox and share the link please?
The logs are located in <Documents>\AtomicTorchStudio\CryoFall\Logs

Lol, that's just the beginning, modding should be even more fun than playing!

Modding info / Re: Quests/Skills
« on: September 12, 2018, 04:40:37 am »
That's because the game client is running in a portable mode when you start it directly as "CryoFall Client.exe". The game data location is different in this case. See my response here

Modding info / Re: Stack Sizes
« on: September 12, 2018, 04:30:02 am »
You need to ensure that you're actually using the game mod on the client and server. Otherwise, the client will be unaware of the changes you have done and will still use the old stack size limits.

Unfortunately, modding right now is a bit complicated as there is no easy way to install and configure mods.

1. you have two separate ModsConfig.xml files (client and server!).
2. you have two separate core folders (client and server!!).
3. you have two separate mod folders (client and server!!!).

All are needs to be configured in exactly the same way... and you need to use exactly the same mod code for both the client and the server - there are two ways to achieve this - use a copy of the mod folder or make a symlink folder (so no need to copy it every time).

Exact locations:
1.1. ModsConfig.xml for Client is located at <client installation root>/Data (if you're NOT using the Launcher) or in the shared folder <your Documents>\AtomicTorchStudio\CryoFall (if you're USING the Launcher). So, depending on how you launch the game client, you need to edit a corresponding ModsConfig.xml file.
1.2. ModsConfig.xml for Server is always located at <server installation root>/Data.
2.1. Core: <client installation root>/Core (should be in the extracted form)
2.2. Core: <server installation root>/Core (should be in the extracted form)
3.1. Mods: <client installation root>/Data/Mods
3.2. Mods:<server installation root>/Data/Mods

I suggest making a symlink for both 3.1 and 3.2 to point on some folder so you don't have to copy it twice.

After these changes, both the client and the server should use exactly the same mods. To ensure that everything is configured properly, you can check the client and server log files - right at the beginning of the log file there are log info about all the data locations the client/server is using and also what the mods are configured/enabled.


Game discussion / Re: Server files
« on: September 11, 2018, 08:51:07 am »

Yes, we're aware of the griefing issues and working on further balancing and also on the PvE mode.

The server files were released just a few days ago (you can join our Discord server as we post updates there much more frequently; the link on Discord is in the game main menu and on our website main page).

There is an article on our wiki how to host CryoFall server:

And you can download the server at:

If you have any difficulties after that - please let us know here or in Discord.


Modding info / Re: Modding
« on: September 09, 2018, 05:25:47 am »
@Daitallica, it's outdated and we're going to finish it when we continue working on the modding tools (of course it's auto-generated, but there are several issues with the autogeneration right now after we've updated to C# 7.3; the template also doesn't include some necessary information and navigation is far from perfect). Currently, our focus is Steam release.

Bug reports / Re: Can't move after offline death
« on: September 06, 2018, 10:30:16 am »
Finally, the issue is located and fixed!
Enjoy the game!

Pages: [1] 2 3 ... 68