RUST General Discussion

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RUST General Discussion

Post by Silvabakrev on 28th March 2015, 10:39 am

Jumped on a random experimental today for an hour or so and had a good run about.
Cooked up my first human meat today and well... it tasted good! The game has gone up a notch for sure, even the wind sound effects etc... sound pretty good. Build a quick 2x2 and the buildings is as good as ever, only a basic wooden house structure, yet to work out how to build a stone one/upgrade etc...

Need to test some more yet. but had a good feel to it after hardly touching the game since late last year.

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Re: RUST General Discussion

Post by Spriggamortis on 28th March 2015, 11:33 am

Good to hear.  RUST has always had a place in my gaming heart.  Still keep up-to-date with Rustafied.com .... and amazed the frantic pace is still .... well ... frantic!

I've been waiting for server entity limits to improve.  The bigger the population, the sooner server wipes have to be done.

Rev.  For your info.  Here is a recent quote up on Rustafied.com in relation to this current issue.

The entity limit bug with Unity is still in play. This means, at some point on or around a server hitting 150,000 entities, gameplay goes to shit: People can’t build, they spawn in the air, and client FPS drops more and more. This means many server owners need to wipe more often then updates force (which is currently once a month). We have 3 servers, each in different places.


I might revisit RUST veryyyyy soooon ........ Camo

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Re: RUST General Discussion

Post by Spriggamortis on 29th March 2015, 7:52 am

Rev: Found a little more info on the Unity Engine entities/collider limitations.  Quote taken from Devblog 53

Physics Limitations

I spoke to Unity about the physics problems we’re seeing, where the physics system stops working after a large number of colliders. They spoke to nvidia and it turns out there’s an undocumented limitation of 262k colliders in PhysX 3.3. This is apparently fixed in PhysX 3.4, but Unity has no plans to make that upgrade. We’re experiencing this problem at around 160k colliders though, so I’ve asked Unity whether colliders could be leaking somehow (a 100k collider difference).

Either way, this seems like it’s going to be an issue for the foreseeable future, so I’m going to start taking hopefully non-hacky steps next week to detect and/or prevent it.

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Re: RUST General Discussion

Post by Spriggamortis on 12th April 2015, 11:46 pm

Rev:

Found a cool admin based RUST site.

http://www.playrusthq.com/home

Has a link to get your top view server map.  You just type in the name of the server or the IP .. and it kicks back the latest map seed.  Cool!

http://www.playrusthq.com/servers/search

EG.  Here's the ANZUS Australia 50 Slot server I started playing.  They had a link to go here, hence how I found this site.
http://www.playrusthq.com/server/16929/anzus-australia-forced-wipes-only-25-km2-small-pop

Looks like you can also 'Generate' a map by adding a seed number and world size.  mmmmmmm?!


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Re: RUST General Discussion

Post by Silvabakrev on 13th April 2015, 3:25 am

Nice find
http://www.playrusthq.com/map-gallery/

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Re: RUST General Discussion

Post by rain401 on 13th April 2015, 5:09 am

can we get a map up of our server???

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Re: RUST General Discussion

Post by Spriggamortis on 13th April 2015, 5:15 am

rain401 wrote:can we get a map up of our server???

Yup.  Rev or myself can post it up once he does the new update and wipe.

Rev:
Curious.  Are there options in the Streamline admin panel to add a new Seed number and World Size number?  Then you could test how the map looks @playrusthq ... then implement on your server.
Now that would be awesome.  Also .. technically .. you should be able to keep the same map as well.  Even after a full wipe.

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Re: RUST General Discussion

Post by Silvabakrev on 13th April 2015, 6:31 am

Did notice a world size number in a config area, cant remember a seed number?
Will have a look/play tonight on nightshift. *will mean a wipe, but player blueprints memory should remain.

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Re: RUST General Discussion

Post by Spriggamortis on 13th April 2015, 6:41 am

Silvabakrev wrote:Did notice a world size number in a config area, cant remember a seed number?
Will have a look/play tonight on nightshift. *will mean a wipe, but player blueprints memory should remain.

Cool. And the good thing about playrusthq.com whilst your @work (or anywhere for that matter) ... is you could wipe / start new seed and check out the map on prhq, until your happy with it.

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Re: RUST General Discussion

Post by Spriggamortis on 13th April 2015, 6:43 am

Also .. using the prhq map app ... the current Sector 26 map has these values:

119.252.190.249:49315   World: 4000  Seed: 6738

Maybe look for 6738 somewhere in the config areas.

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Re: RUST General Discussion

Post by Spriggamortis on 15th April 2015, 3:16 am

For Rev more specifically ... and for interested Rusty's ... Rustafied.com has some enlighting details on the big issue of entity/collider limits in the Unity 5 engine, discussed amongst one of their usual daily updates.

Rev:  Good to get our head around the issues Sector 26 could come across in the future ... and how to find out the servers current collider count.

http://www.rustafied.com/

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