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WalkerSim 2 (Beta)

tried to use this on a hosted server and the .exe fails to upload.
server hosted via "g-portal.com" and the .exe is just rejected which is a shame as would like to use this.

Without the .exe the mod fails and no zombies spawn at all; and the CMDs do not work. 
The mod almost certainly does NOT need the WalkerSim.exe and WalkerSim.exe.config as those are likely dev test/tool things.

However your issue is probably similar to what I encountered as those hosted servers are usually Linux.

Which means the server host is likely missing the required libraries mentioned under the Linux Note part of the topicstart.

I don't know if that is something you can even install/fix on a hosted server such as g-portal.

 
been useing this mod for a day now, gota say, love how populated the world is now! did a fight in a wasteland prison complex, and the amount of hordes that turned up because of the noise was @%$#ing beutifull. such a long and never ending fight to take the prison, but we managed to do it. 

hooooowever, i do have a question: 

is it possible for the zeds to not respawn on startup? as in, if i clear my base and local town, they dont respawn when i restart my game. perhaps saving the progress being made? i know i can set new actors to spawn at the edge of the world and slowly shamble inwards, that will be my goal. but i do want to keep the progress i make at clearing out areas of the world. purgeing  a town for example so no more backup arrives when raiding places. or simply making my home base as clear as possible of nearby zeds. 

 
Have been using it for about a week now, and has been working great, but I noticed a small issue. Zombies will occasionally spawn in areas where they are not supposed to (e.g. inside Traders, my fenced off base with Land Claim Block & Sleeping Bag protection) Is this something you can look into?

Thanks

 
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After a certain while of the server running I've noticed that there's a severe lack of zombies spawning all of a sudden.
Almost like the simulation is paused for some reason.

There's currently 5 people roaming around and we randomly every 10-20m or so get 1 of these and that's it (we don't actually end up seeing a zombie from the event).

I'll have to see later if a reboot fixes it.

16/08/2024, 17:59:25
[WalkerSim] Spawning agent at (2674.17, 44.00, 2597.73)
16/08/2024, 17:59:52
[WalkerSim] Agent despawned, entity id: 4894




Thinking off. I would love a console command to restart the simulation so I wouldn't have to restart the entire server when such a thing happens.

Edit: It indeed works again after reboot.
The respawn functionality is currently not implemented but its easy to do and will be in the next version, I was focusing on other things.

tried to use this on a hosted server and the .exe fails to upload.
server hosted via "g-portal.com" and the .exe is just rejected which is a shame as would like to use this.

Without the .exe the mod fails and no zombies spawn at all; and the CMDs do not work. 
The .exe is not required for the mod, it is a tool which is unfished and I will separate that in further releases to avoid any confusions.

is it possible for the zeds to not respawn on startup? as in, if i clear my base and local town, they dont respawn when i restart my game. perhaps saving the progress being made? i know i can set new actors to spawn at the edge of the world and slowly shamble inwards, that will be my goal. but i do want to keep the progress i make at clearing out areas of the world. purgeing  a town for example so no more backup arrives when raiding places. or simply making my home base as clear as possible of nearby zeds. 
The state of the simulation is currently not saved but that is planned for the final version.

Have been using it for about a week now, and has been working great, but I noticed a small issue. Zombies will occasionally spawn in areas where they are not supposed to (e.g. inside Traders, my fenced off base with Land Claim Block & Sleeping Bag protection) Is this something you can look into?

Thanks
Ordinarily it shouldn't do that but maybe there is some oversight, I will look into it.

Also thanks to everyone for all the testing, this really does help get all the problems out of the way.

 
I tried it and it works great but the zombies stopped spawning after I die. It's probably due to incompatibilities with my other mods but just giving you a heads up of what happened when I tried it. Log attached for reference here.

 
I tried it and it works great but the zombies stopped spawning after I die. It's probably due to incompatibilities with my other mods but just giving you a heads up of what happened when I tried it. Log attached for reference here.


Thanks!, I found the issue and will probably push a new version later today.

 
I published a new version.

Changelog

0.9-beta.4

  • Fixed zombies not spawning near players that previously died.
  • Respawning is now implemented, agents will respawn according the configuration of AgentRespawnPosition
  • Added walkersim pause and walkersim resume console commands to pause/resume the simulation.
  • Added detection to see if the client is the host and disables the mod accordingly, joining servers with the mod installed will no longer error.

Download

You can download the latest version from Releases · ZehMatt/7dtd-WalkerSim2 (github.com)

 
I was wondering how the "RandomBorderLocation" option interacts with a map that is fully surrounded by water. I have a feeling it'll try or even just succeed spawning zombies on the border inside the water, but would it do that or would it manage to spawn them on actual land closest to the borders?

Specifically I'm running the 10k version of Fluffy Panda 1.0 Australia Map V4 6K 10K

 
I was wondering how the "RandomBorderLocation" option interacts with a map that is fully surrounded by water. I have a feeling it'll try or even just succeed spawning zombies on the border inside the water, but would it do that or would it manage to spawn them on actual land closest to the borders?

Specifically I'm running the 10k version of Fluffy Panda 1.0 Australia Map V4 6K 10K


They will only spawn near players and the mod also takes terrain height and some other things into consideration, so it shouldn't really matter.

Also I had to release a small bug fix.

Changelog

0.9-beta.5

  • Fixed exception when game is starting.

Download

You can download the latest version from Releases · ZehMatt/7dtd-WalkerSim2 (github.com)

Edit: In this release the tool/viewer is also now somewhat usable, you can not yet export the configuration but live editing all the things works, one can simply manually edit the xml according to what was set in the UI, export functionality will come soon.

image.gif

 
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Hello, I updated to the latest version, and now I'm facing two issues. When using vanilla explosives or shooting oil barrels, the screen freezes completely. Additionally, when I input 'walkersim show' in the console, the game also freezes. I tested this with both your current version and the previous version. The previous version didn't have these problems, but I did encounter an issue where zombies wouldn't respawn after dying.

Sorry, I misspoke. It's after I die that the zombies on the map stop respawning.

 
Last edited by a moderator:
They will only spawn near players and the mod also takes terrain height and some other things into consideration, so it shouldn't really matter.

Also I had to release a small bug fix.

Changelog

0.9-beta.5

  • Fixed exception when game is starting.

Download

You can download the latest version from Releases · ZehMatt/7dtd-WalkerSim2 (github.com)

Edit: In this release the tool/viewer is also now somewhat usable, you can not yet export the configuration but live editing all the things works, one can simply manually edit the xml according to what was set in the UI, export functionality will come soon.

View attachment 32081


The new beta5 completely lags out the server.

It basically freezes the server end for a solid 20 to 30 seconds and then rebounds back the clients time wise to sync back up. It runs for a second or so fine and then it keeps repeating.

Like as before this is on Linux.

 
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I also noticed that for some reason things have become incredibly sluggish especially `walkersim show`, I have to look into it, I would also recommend not using insanely large numbers for MaxAgents, I was playing around with 8k on Navezgane and that was plenty for me to mimic random hordes.

 
I also noticed that for some reason things have become incredibly sluggish especially `walkersim show`, I have to look into it, I would also recommend not using insanely large numbers for MaxAgents, I was playing around with 8k on Navezgane and that was plenty for me to mimic random hordes.


So you mean you set the max agents to 8K for navezgane?

The walkersim pause did not fix the lag/freezing at all. But that could also be because it never got the chance to pause due to the extreme hangups.

I also would need to say that the lag/freeze makes it virtually unplayable. And since we were at the start of a horde night I opted to downgrade it back down to alpha3.

I'll try it out later with different numbers. See if I can make it playable.

 
Hi ZehMatt

Thanks for sharing this great mod.
Since beta 4 and beta 5, I'm having this error.

2024-08-20T22:38:25 886.572 ERR [MODS] Error while executing GameStartDone on mod "WalkerSim"
2024-08-20T22:38:25 886.624 EXC Index was out of range. Must be non-negative and less than the size of the collection.
Parameter name: index
Parameter name: index
  at System.Collections.Generic.List`1[T].get_Item (System.Int32 index) [0x00009] in <467a840a914a47078e4ae9b0b1e8779e>:0 
  at WalkerSim.Simulation.SetupProcessors () [0x0023f] in <7b58cbeb6093445ab611cba1723343ed>:0 
  at WalkerSim.Simulation.Reset (WalkerSim.Vector3 worldMins, WalkerSim.Vector3 worldMaxs, WalkerSim.Config config) [0x00069] in <7b58cbeb6093445ab611cba1723343ed>:0 
  at WalkerSim.WalkerSimMod.InitializeSimWorld () [0x00056] in <7b58cbeb6093445ab611cba1723343ed>:0 
  at WalkerSim.WalkerSimMod.GameStartDone () [0x0001d] in <7b58cbeb6093445ab611cba1723343ed>:0 
  at ModEvent.Invoke () [0x00011] in <40e9b6e9762f43cf836123d0f549ad32>:0 
UnityEngine.StackTraceUtility:ExtractStringFromException(Object)
Log:Exception(Exception)
ModEventAbs`1:LogError(Exception, Receiver)
ModEvent:Invoke()
<startGameCo>d__134:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr)

I don't know what the reason is and my map has very few zombies.
I'll try the new beta 6 and see if that fixes it.

Regards

Gouki

 
Hi ZehMatt

Thanks for sharing this great mod.
Since beta 4 and beta 5, I'm having this error.

2024-08-20T22:38:25 886.572 ERR [MODS] Error while executing GameStartDone on mod "WalkerSim"
2024-08-20T22:38:25 886.624 EXC Index was out of range. Must be non-negative and less than the size of the collection.
Parameter name: index
Parameter name: index
  at System.Collections.Generic.List`1[T].get_Item (System.Int32 index) [0x00009] in <467a840a914a47078e4ae9b0b1e8779e>:0 
  at WalkerSim.Simulation.SetupProcessors () [0x0023f] in <7b58cbeb6093445ab611cba1723343ed>:0 
  at WalkerSim.Simulation.Reset (WalkerSim.Vector3 worldMins, WalkerSim.Vector3 worldMaxs, WalkerSim.Config config) [0x00069] in <7b58cbeb6093445ab611cba1723343ed>:0 
  at WalkerSim.WalkerSimMod.InitializeSimWorld () [0x00056] in <7b58cbeb6093445ab611cba1723343ed>:0 
  at WalkerSim.WalkerSimMod.GameStartDone () [0x0001d] in <7b58cbeb6093445ab611cba1723343ed>:0 
  at ModEvent.Invoke () [0x00011] in <40e9b6e9762f43cf836123d0f549ad32>:0 
UnityEngine.StackTraceUtility:ExtractStringFromException(Object)
Log:Exception(Exception)
ModEventAbs`1:LogError(Exception, Receiver)
ModEvent:Invoke()
<startGameCo>d__134:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr)

I don't know what the reason is and my map has very few zombies.
I'll try the new beta 6 and see if that fixes it.

Regards

Gouki


I believe I fixed that and it will show in the console now a warning if the configuration is bad. I suggest to not modify the default configuration other than MaxAgents at best until the Viewer is fully completed which catches such errors beforehand.

 
I believe I fixed that and it will show in the console now a warning if the configuration is bad. I suggest to not modify the default configuration other than MaxAgents at best until the Viewer is fully completed which catches such errors beforehand.


Ok, the only thing I've modified is MaxAgents, I've put 1000, then I'll check with the new beta 6 and let you know, thanks.

Regards

Gouki

 
Ok, the only thing I've modified is MaxAgents, I've put 1000, then I'll check with the new beta 6 and let you know, thanks.

Regards

Gouki
1000 will be likely feel a bit boring, something between 6000 and 8000 should work well for a 6k map, I think 15000 might be a bit too much as the default unless you are up for a challenge.

 
1000 will be likely feel a bit boring, something between 6000 and 8000 should work well for a 6k map, I think 15000 might be a bit too much as the default unless you are up for a challenge.


It's not boring, it's a PC thing.
I'll try to set it to 6000 and we'll see how it goes.

Regards

Gouki

 
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