1. GEN3RIC

    GEN3RIC Naked Wanderer

    Looking for a good place to organize my observations on this mod. It is coming along very slowly, no doubt due to how The Forest devs are ignoring the notion of dedicated servers.

    I got it working reasonably well on a headless no-gpu rack server with 4C8T dedicated (dual Xeon E5-2660v2), running at 115fps.

    Observations
    Good

    + No host player in game
    + Server console indicates that it auto-saves every 5 mins
    + Does not require host player to sleep (i.e. a connected client will try to sleep and show 1/1 instead of 1/2)
    + Can chop down and pick up logs
    + Can pick up anything I've seen so far
    + Can initiate fights with, and kill, enemies

    Needs work

    - Not able to actually sleep, presumably because the client does not go through a day-night cycle (server console does show time progressing, though)
    - Thirst does not deplete
    - Hunger does not deplete
    - Clients that save and re-enter the game through "Continue" appear to be presented with numerous duplicated items in plane spawn

    Exceptions
    1. A player re-joining the server throws an exception in the server console:
    Code (Text):

    10:14 AM [Error] Failed to call hook 'OnPlayerConnected' on plugin 'TheForestCore v1.0.2865'  (NullReferenceException)
    10:14 AM [Debug] at Oxide.Game.TheForest.Libraries.Covalence.TheForestPlay..ctor (.BoltEntity entity)
     at Oxide.Game.TheForest.Libraries.Covalence.TheForestPLayerManager.NotifyPlayerConnect (.BoltEntity entity)
    at Oxide.Game.TheForest.TheForestCore.OnPlayerConnected (.BoltEntity entity)
     
    2. Evidently something to do with the survival book
    Code (Text):

    NullReferenceException: Object reference not set to an instance of an object
    SurvivalBook.Update ()
     
    3. Something to do with rain starting
    Code (Text):

    NullReferenceException: Object reference not set to an instance of an object
    TheForest.World.WeatherSystem.TryRain ()
     

    Looking for ways I can contribute, as it would be working well enough to get my friends on board with playing like this if those needs work items were resolved.
     
  2. Fyiigotcrabs

    Fyiigotcrabs Naked Wanderer

    I get error like that too :(


    Code (Text):
    11:34 PM [Info] Server has been saved!
    11:35 PM [Error] Failed to call hook 'OnPlayerConnected' on plugin 'TheForestCore v1.0.2865' (NullReferenceException: Object reference not set to an instance of an object)
    11:35 PM [Debug]   at Oxide.Game.TheForest.Libraries.Covalence.TheForestPlayer..ctor (.BoltEntity entity) [0x00000] in <filename unknown>:0
      at Oxide.Game.TheForest.Libraries.Covalence.TheForestPlayerManager.NotifyPlayerConnect (.BoltEntity entity) [0x00000] in <filename unknown>:0
      at Oxide.Game.TheForest.TheForestCore.OnPlayerConnected (.BoltEntity entity) [0x00000] in <filename unknown>:0
      at (wrapper managed-to-native) System.Reflection.MonoMethod:InternalInvoke (object,object[],System.Exception&)
      at System.Reflection.MonoMethod.Invoke (System.Object obj, BindingFlags invokeAttr, System.Reflection.Binder binder, System.Object[] parameters, System.Globalization.CultureInfo culture) [0x00000] in <filename unknown>:0
     
  3. Liftbro

    Liftbro Naked Wanderer

    First time user here of oxide, The Forest is very choppy, all my friends and also NPCs jump around the screen very laggy like. Any idea what I can do to fix this?
     
  4. Host 2

    Host 2 Naked Wanderer

    Hey, thanks for this - I have been away for some time, having stopped bothering with the dedicated server once we realized it couldn't auto save.
    Now we're back playing survival games again and was looking to see what the save conditions were like with Oxide.

    You state that it shows auto saving, that's good - and I presume you confirmed it doesn't just state it saved ; it actually saved?
    Does this not conflict with Bug - Server isn't saving | Oxide where Wulf states it's not working?

    Concerning the thirst/hunger, this is not something we noticed however our results may be skewed because we did not continue hosting after realizing the save issue. In your opinion does this mean that it is in fact the script causing a corrupted save? Could we replicate this by letting the script save on the server then loading that save in a non dedicated/scripted instance of the game locally?

    I will play around with it as well.
     
    Last edited: Jan 4, 2017