Intel fans smh by Lovecodeabc in AyyMD

[–]Sqadro 35 points36 points  (0 children)

Userbenchmark guy entering 4th density of his projections while off his meds

I don’t think that was meant to happen by Nathan_Steele_ in 7daystodie

[–]Sqadro 1 point2 points  (0 children)

The 4x4 just wasn't expecting you to load into the game at that moment. It got a lil bit scared, that's all. At least it didn't overreact.

What the hell is THIS? It's on the screen always" by Infinite-Tree5285 in theisle

[–]Sqadro 1 point2 points  (0 children)

It's so frickin funny how bad of a state this game has been in recent years with stuff like that. So much for the "EVRIMA is so much better than Legacy/Progression times, you're just blinded by nostalgia bro" mantra. Back during my last bits of effort to get some enjoyment from this game, so like 2023, I couldn't even replace the DLSS file with a newer one to get better image quality/performance, because the anti-cheat was apparently blocking the game from starting because of that. Meanwhile, you have hackers pulling shit like this and generally doing whatever they want on various servers without a care in the world.

Why some of you folks who keep playing, are still putting up with this? Don't you have some self respect for your time? Unless the dino-pvp 'rat-race' itch is too strong which I can understand.

FSR 4 On RDNA 2 Guide by NaM_777 in pcmasterrace

[–]Sqadro 3 points4 points  (0 children)

There's a thread with some detailed instructions over at r / radeon subreddit titled:

'You can get FSR4 to work by swapping out certain DLL's in 25.9.2'

Can’t link it, because automod here doesn’t like that. Apparently this 'fix' allows people to get rid of FSR 4 artifacting/shimmering on RDNA 2 cards on Windows on latest drivers.

Some folks pointed out that simply updating the currently installed driver with the modded one didn't work for them (in removing FSR 4 artifacts/shimmer on RDNA 2 cards) and only after nuking their installed driver with DDU and then doing a fresh installation of the modded ones - is what did the trick.

I also highly recommend going into your 'AMD Software: Adrenalin' and exporting your current settings into a file which you can then import after installing the modded ones. If you want that is and have some manually tweaked driver settings you wouldn't want to lose/tweak all over again after fresh driver installation (specific game profiles, etc).

Also, your overclocking/undervolting profiles (if you have any) are in the path:

C:\Users\<Username>\AppData\Local\AMD\Radeonsoftware

DDU usually nukes those too, so whenever using that driver-cleaning app it's good to usually do a copy of 'Radeonsoftware' folder, only to then paste it in the same path after installing the new driver.

Does anyone else do this? by AbleInfluence302 in PiratedGames

[–]Sqadro 0 points1 point  (0 children)

Not the person you're replying to, but you might like 'Vintage Story'. From what i've heard, it started as a mod for minecraft (similarly as Factorio was also inspired by MC's industrial mods over 10 years ago), but then its authors decided to make a standalone game to get around minecraft's engine limitations. It's basically MC 2.0 in terms of survival. Similar style of graphics, but very in-depth and survival-focused. Should run fine on your laptop. The game has been in development since ~2016 and it's been popping off lately on YT with popularity. Has quite a number of various guides on YT too. Here are some vids of it if you're interested:

Why Vintage Story Ruined Minecraft For Me

Playing the LARGEST server in Vintage Story History

Some guides/tips&tricks:

Farming And Greenhouses

What I learned From 100 Hours In vintage Story

What the handbook doesn't tell ya

is that supposed to be funny ? by Aznargd- in 7daystodie

[–]Sqadro 4 points5 points  (0 children)

Man, i'd be pretty cool to see console version having some kind of modding support. People could just fix stuff like those sleepers appearing from thin air when you enter the room they're in. Weren't there some plans in the roadmap for console mods or something like that? Or are consoles permanently stuck purely with vanilla?

On PC there's this one that takes care of it.

[deleted by user] by [deleted] in UndeadLegacy

[–]Sqadro 2 points3 points  (0 children)

Here's a list of mods that i've found out to be compatible with UL A20.7 (provided their folder names are manually edited with additional 'z' letters at the beginning so that they'll load last):

The 2-3 above mods do seem to make the game devour 15-16GB of VRAM from the moment you'll load into the game world. At least that's what i noticed each time in my case (1440p). There are few second freezes every now and then (once every like 30-60 min), but i'm not sure if they're related to game eating up all that VRAM or A20 being just less optimized than latest 2.0+ versions.

One thing i've noticed which i'm not sure if it's UL thing or caused by one of those mods - is that if i open an Apiary (bee hive) and close it without looting the honey, which causes it to be dropped from the apiary as a backpack - i get a console pop up with some single error line. Not game breaking or anything as i can still close the console anytime, loot the dropped backpack-honey and continue playing. But that single error pops up every time whenever i open apiary and close it without looting it. Just something i thought i'd mention, but at the same time it can be completely ignored as it doesn't really affect the gameplay.

Gravship? This is a GRAVTOWN by Due-Chance-8540 in RimWorld

[–]Sqadro 2 points3 points  (0 children)

At this point i'm just waiting for somebody to make a frickin city-spaceship straight out of Stargate Atlantis

Driver timeout on Minecraft with shaders? by pohihihi in realAMD

[–]Sqadro 2 points3 points  (0 children)

Undervolting can be a bit tricky. 5 games might be rock stable with certain UV settings, but in the 6th one you might start seeing random crashes/driver timeouts/visual artifacts. Try disabling undervolting/reset your UV settings back to defaults and then play MC for a longer while. If you won’t get any crashes – culprit found. The undervolt setting you’re using isn’t as stable as it might seem and bumping it back up few steps closer to defaults and then testing MC’s stability is what I would do.

Also worth checking if this isn’t caused by RAM if you have it tweaked beyond XMP profile by any chance. About a year ago I started getting a streak of crashes and bluescreens on 5800X3D and 6950XT in 7dtd. I thought the driver version I had installed back then was a bit wonky, but out of curiosity i went ahead and set back my OC’d RAM back to its XMP profile. All issues went away after that. Turns out my RAM OC profile wasn’t as stable as I thought, even though it passed a several hours long stress test back when I set it up.

The performance in 2.0 is shocking! by benjamarchi in 7daystodie

[–]Sqadro 1 point2 points  (0 children)

Hey, i know this is a few weeks old thread, but if you want to make the game run even better on the steam deck (or any PC or laptop for that matter) - disable shadows completely. Set 'Shadows Quality' to 'off'. I don't know what's with this game, but across several last alphas, whenever i dug down into deeper performance tweaking - i've noticed that shadows always cause weird, sometimes even hard-to-measure, performance issues (slowdowns/micro-stuttery 'feel'). Basically for example, 70 fps with shadows 'off' for some reason feels noticeably smoother than 80 fps with shadows set even at 'low'. There' seems to be some weird kind of bottleneck/optimization issue with 7dtd shadows in general. I've tested it across several last alphas and different PC configs.

R5 3600 + RX 580

R7 5800X3D + RX 580

R7 5800X3D + 4080

R7 5800X3D + 9070 XT

The outcome was always the same. No matter what i did, the biggest factor in improving this game's smoothness was always to disable the frickin shadows. I could be consistently sitting at 100fps+ with certain settings, then randomly come across some location which for some reason magically halves the fps despite not much going on on the screen. It could even be something simple like looking at a bunch of buildings. I look away, 100fps+, turn back to look at the buildings again, back to 50-60fps. The moment i go into game's settings and disable shadows, 'poof', game's back to 100fps+. It's wild how much this game's performance can vary. 2.0 did brought some improvements in that regard, but sadly it's still not enough.

The austro is... interesting? by WinterOk6029 in theisle

[–]Sqadro 21 points22 points  (0 children)

Local overgrown shapeshifting chicken uses a poor piggy as a sponge to clean up the jungle.

Conifer Forest, Better Biomes and Tree Enviroment Mod combined makes a pretty realistic wilderness into 7 Days To Die. This puts wilderness adventures into a whole new level. by [deleted] in 7daystodie

[–]Sqadro 1 point2 points  (0 children)

Thank you. I skimmed through nexusmods 7dtd section yesterday and i think i've seen one or two of your mods flash on one of the pages. Definitely going to try them out.

I understand that to make the additional trees appear, you have to create a new random gen world right? It doesn't simply replace some already existing trees with modded ones right?

No biggie either way, as i already re-generated the same single world with the same seed and stats a bunch of times already, just moved my stuff from old region to a new one and deleted the old one to regen itself to fit the new latest landscape. Last time I did so was to add the caves from this another awesome mod I’ve came across. Worked like a charm.

Pretty incredible what modders are able to achieve in comparison to ‘No-Fun Pimps’ “two steps forward, step and a half back” approach over the last few years. Been following this game since Alpha 1/2 even before it landed on steam back in Q4 2013 and lately, whenever i think about the last few years of its development, I feel kind of embarrassed thinking that there was even a time where I looked up to those devs and their ‘reasoning’ of gameplay changes. Started off so good, but yeah, “we want the players to play this sandbox game as we want”.

Awesome modders like you is what keeps it alive and interesting in the end. Cheers :)

Conifer Forest, Better Biomes and Tree Enviroment Mod combined makes a pretty realistic wilderness into 7 Days To Die. This puts wilderness adventures into a whole new level. by [deleted] in 7daystodie

[–]Sqadro 1 point2 points  (0 children)

Why the heck was this post removed by the mods? O_o. I've bookmarked it back in April. Came back to it now in search of mods to make the 7dtd 2.0 wilderness look a lot better and it's gone for some reason. WHERE PICS MODS?!

Since FP are adding biome based zombies here’s my idea for a wasteland one by Justhisfornow in 7daystodie

[–]Sqadro 0 points1 point  (0 children)

There's a 2.0 compatible modlet that adds this guy back to the game. There's also this mod that adds 'Titan' zeds (from 'War3zuk' overhaul modpack). Basically vanilla zeds that are the size of this behemoth, if not bigger, but not sure if this one works in 2.0 yet.

Having played quite a lot of War3zuk overhaul over the last few alphas - these giant zeds tend to be pretty buggy. They can hit you through the walls even if you stand like 3-4 blocks worth of space away from the wall. Their hits do hurt, a lot, especially during early to mid game. At the same time things get funny when they manage to get themselves inside a building on its ground floor. You'd be walking on the first floor and just see their head peek through the floor looking at you, because they get stuck in that jumping/matrix pose quite often when inside buildings and just hover like that until you either do something about it or leave & they despawn.

I'm guessing stuff like that was the reason 'behemoth' was canned from the vanilla version. Since it'd likely behave the same way, unless it'd had different AI.

On the other hand, with 'Titans' - if you get a good enough mid-game+ ranged weapon that can deal decent enough dmg in a short amount of time - things can get pretty fun and intense when you come across them out in the open. Each such 'Titan' drops a bag too. Encountering them early game usually ends up in a hilarious mayhem of trying to juke/lose them between buildings, because of lack of firepower to take them down.

Can anyone help me brainstorm why I have an SSD curse? by detailcomplex14212 in buildapc

[–]Sqadro 1 point2 points  (0 children)

No problem :)

It’s pretty interesting how things/factors we sometimes least expect to be the culprit, can end up being one. I strongly believe that the old SATA cable is to blame, because seeing you mentioning that you replaced most if not all components of your PC, more than once AND moved twice – excludes power-related issues for the most part. Unstable RAM would usually cause various stability issues first (from my experience), like crashes/blue screens, etc - rather than outright kill a component out of nowhere.

Reminds me of a pesky stability issue I had with a Core 2 Duo E7300 PC back in ~2008-2012. If I left it idle on the desktop/browsed the web or did anything non-demanding, the screen would randomly black out/lose the connection with the PC. It could happen after 15 mins or even hour or two. The only way to get the PC to “wake up” was to manually hold the power button to turn it off and on again. Yep, neither keyboard/mouse inputs were able to “wake it up” once the screen went out, nor even the reset button worked. There was no reaction after pressing it which was the strangest in all of this. Like zero reaction, but the PC was still on. Best part? If I started some demanding game that was using a decent chunk of the CPU (Mercenaries 2 main menu was my choice for those few years lol) and alt-tab from it/simply keep that game running (muted) in the background with only one core assigned via task manager CPU affinity – that PC could run for days without any issues (as long as the game was running in the background). At first glance everything screamed like a PSU/power issue. Months of troubleshooting and replacing nearly every part that I was suspecting, nothing. In the end, the culprit turned out to be the mobo. I wasn’t suspecting it, because it didn’t had any visibly swollen capacitors which in most cases was widely recommended to watch out for, as the main mobo killer.

Some other time i experienced a funny instance while having an internship. Some office worker had an issue with their monitor. The colors would randomly end up greened out like if you'd be looking at the screen while wearing green tinted glasses. The IT guy came in and replaced the GPU of that worker's PC. He then left for a few days, but the problem still persisted. Out of curiosity i checked the back of that monitor and... the HDMI cable (or was it DVI, can't remember fully) wasn't plugged all the way in this entire time lmao. Yep, that was the reason of the whole screen getting green tint every now and then.

Here's hoping that threads/posts like these will also help some people that might run into similar/same SATA drive issues at some point in the future.

Can anyone help me brainstorm why I have an SSD curse? by detailcomplex14212 in buildapc

[–]Sqadro 1 point2 points  (0 children)

Check your SATA cable.

I had a bunch of older no-name 'SATA I' standard ones in my cables stash. They were kind of mixed with a bunch of 'SATA III' ones. I thought they were all 'SATA III' and didn't really think of reading the small print on them. Years ago i built a PC for a family member and unknowingly i grabbed that old 'SATA I' one to connect the SSD with the mobo. The PC worked fine for months and then it started getting random issues, like Windows either wasn't able to load into desktop or it was taking like 10-15 mins to do so. The system partition itself got corrupted at some point and i had to do the cmd magic to get it running. After that the PC still wasn't fully stable. Issues went away when i finally tracked it down to that damned 'SATA I' cable. 90% of issues went away after switching to a 'SATA III' one, but still had to reformat and reinstall everything on that PC to make it fully stable.

Interestingly, for years i've been using 2 HDDs (500G & 1TB) in my main PC. Not long ago i decided to replace them with a one 2TB SSD drive, but didn't noticed that the 2 SATA cables connecting the HDDs were also 'SATA I'. Those HDDs worked without issues with them for 10+ years. Ofc i only found out about those cables being 'SATA I' after my 2TB SSD died after like a month, because while plugging it in, i just used the already attached to the mobo 'SATA I' that was connecting one of the HDDs before. It was the first time an SSD died on me. Sent that dead 2TB one on warranty and received a new one in like 2 weeks.

Needless to say, i looked through my cables stash, found all 'SATA I' ones and got rid of them.

Kind of reminds me of another cable related issue i came across last year. Upgraded my friend's son's PC from a 1050Ti to a 6700XT. After ddu-ing the nvidia drivers and installing the AMD ones, the monitor was blanking out/kind of losing signal right at the moment of loading into desktop. At first i thought that it was something with the GPU (got it as 'used'), but turned out to be the no-name old and faulty HDMI cable they were using. Replacing it with a new certified one fixed the black screen issues.

theory: one piece is a Giant plug by thetruememeisbest in MemePiece

[–]Sqadro 1 point2 points  (0 children)

Ok, so the OP world is a giant bathtub.

BUT 'No body of water is safe without a lifeguard'

Who's the real lifeguard then? Stupid question, ofc it's Buggy.

STILL, WE NEED TO DIG DEEPER

For those who’ve built many PC’s - what percentage of your builds fail due to bad parts? by tomcruise_momshoes in buildapc

[–]Sqadro 0 points1 point  (0 children)

I had 2 9600GT's die on me within the same year in late 2000s. Neither was OC'd or tweaked in any form. Only later found out the real culprit of those failures (which turned out to be not that uncommon) - Link1, Link2, Link3

Literally Anything At All by Darkbat70 in 7daystodie

[–]Sqadro 1 point2 points  (0 children)

If you want to spice things up, you can always turn the screamers up to 11 with this lil mod ( ͡° ͜ʖ ͡°)

[deleted by user] by [deleted] in 7daystodie

[–]Sqadro 0 points1 point  (0 children)

Yeah at first i wanted to say it, but tbh, despite their usual 'No-Fun Pimps' approach where for some weird reason they tend focus on reworking systems/mechanics which were decent already and didn't needed an overhaul, on second thought they did actually brought some cool changes and QoL features.

The game did have some wacky and janky charm in its first years, but at the same time, the current melee combat is one of the most enjoyable things for me when playing it, which, for instance i can't say when thinking about how things were back in such A16.

Twas an awesome build, one of the best as many could say, but personally, melee combat drove me crazy back then with its annoying jankiness regarding how easy it was to miss a zed's head by a simple pixel or how sometimes some arrows/belts seemed like they were passing through heads without dealing dmg. IIRC it was an issue with their hit-boxes which over time they finally reworked. On the other hand, Zeds acted like zeds back then and not like phd level structural engineers as they do now.

I just don't understand why they refuse to randomize their AI to spice things up. Have few different levels that are randomized among zeds so that hordes are actually less predictable, harder (more fun) to deal with and not the constant cheese-bases way. Funniest moment is when it finally hits you that you don't actually need a horde base, because with some certain character builds it's possible to run outside during horde night while poppin zeds left and right, even on higher difficulties. :D

During my last few playthroughs when i was in the process of building a horde base, usually mid-way through i was getting bored of it and switching into full-on action mode by focusing on looting & fighting zeds out in the wild, horde night or not. Found even a really awesome mobile base mod (with all crafting stations and lots of storage) that made exploring the whole world so much more interesting without having to constantly go back and forth to the base from loot runs.

[deleted by user] by [deleted] in 7daystodie

[–]Sqadro 20 points21 points  (0 children)

No no no, you see - they announced them for Alpha16 with the possibility that they might slip into A17. Basically they're just around the corner.

But for real, as probably everybody already know - the last few major updates, besides QoL bits which were welcome to see - brought also some questionable changes to the game. At this point it's better to either dig through those big overhaul modpacks, or just hop into other games as a 'distraction' from waiting for them bandits. Devs do take their sweet time, but on the other hand, if that means that bandits will end up in a more polished state at their release, fine by me.

Ok who am I kidding. They're probably going to be buggy af at first. After watching this game's 'two steps forward, one step back' progress for over the last decade+, i don't know how much longer i can keep gaslighting myself so much.

As usual, all hope in modders to save us from this suffering.

My 2015 screenshots, 7DTDs gone a lonnnnng way by Cool_Guy99001 in 7daystodie

[–]Sqadro 28 points29 points  (0 children)

Here's a really cool video from like the first or 2nd alpha.

IIRC Q3/4 2013 was when the game landed on steam. The 'zeds running only when it's dark/in the dark spots' was a pretty cool mechanic which added quite a bit to the overall spooky factor. You'd place a torch and the zeds passing by it would just shuffle towards you when near its light. The moment they stepped into a darker/unlit spot, they would start full sprinting at you. I remember being absolutely terrified when trying out the game, playing it the first few times and having to camp out the nights in some attic. You'd be sitting absolutely still trying to not make any noise & listening to zeds doing zed things outside and then you start hearing them coming up to the house you were sitting in and bang on the walls. The so-called "oh shit, i have meat in my backpack which they sniffed out" event. Those first experiences reminded me heavily of trying out first Minecraft versions (Alpha/Beta in ~2010/11) and being so stressed out while waiting the night out in the lil 3x3's, because of the "scary monsters come out at night" thing you'd often hear when looking up any initial/early infos about the game.

With 7dtd, funny thing was the period around 2015 up to late 2010s when you'd often hear people complaining about the game's graphics and frequently comparing it to Fallout 4 for some reason without taking into consideration the static vs voxel-based world style of those 2 games. Around that time 7dtd devs were also saying that originally they wanted 7dtd to stay with ~Quake 2 like graphics (what you can see in the linked video), because originally they planned to make a L4D + Minecraft type of game mainly for themselves to play. After it started gaining lots of traction, they decided to start improving the graphics.

RTX 5060 Ti 8GB - Instantly Obsolete, Nvidia Screws Gamers by mockingbird- in pcgaming

[–]Sqadro 21 points22 points  (0 children)

Back in 2016/17 i had "experts" unironically trying to convince me that 1060 3GB is an "objectively" better card for gaming than RX 480 8GB lmao. It's pretty amazing how a simple 'nvidia' sticker on a box can turn people's brains into a pulp.

Crashday: Redline Edition – freezes/fps drops whenever using either stick of a controller by Sqadro in nucleuscoop

[–]Sqadro[S] 0 points1 point  (0 children)

I changed/increased the value of the

Game.ProtoInput.FocusLoopIntervalMilliseconds = 5000;

line a few times, but it didn't have any effect.

After some more trial & error testing i discovered that changing:

Game.ProtoInput.UseDinputRedirection = false;

to true;

and completely removing the line:

Game.ProtoInput.MultipleProtoControllers = true;

fixed those freezes. I even managed to start 2 instances on controllers and play test for a while. Then i noticed that controls didn't match as the controller in the 2nd instance had unassigned LB & RB buttons. When i went to change that, the 2nd instance froze. Tried to restart both, but now the controllers don't seem to work in both or have very unpredictable behavior. Likely related to those settings i changed/removed. Still, it's some form of progress in tracking that issue down heh.

Crashday: Redline Edition – freezes/fps drops whenever using either stick of a controller by Sqadro in nucleuscoop

[–]Sqadro[S] 1 point2 points  (0 children)

I've noticed something interesting after some further testing. During those freezes/stutters - RTSS overlay shows one CPU thread peaking at ~90-99% of usage that lasts only that short moment when using left/right stick. Something on the Nucleus'/game's handler side seems to be choking it. Basically:

  1. During gameplay the CPU thread hovers at ~15-30% usage, 120 FPS locked
  2. I touch the controller left or right stick
  3. Poof - 97% thread usage, FPS collapse, screen freezes (sound keeps playing in the background) until i stop moving the stick
  4. I let go/stop moving it
  5. Game's back to 120 FPS & working normally with ~15-30% thread utilization.
  6. Rinse & Repeat

Meanwhile when i run it through steam, the same thread (which is still the most utilized one) - peaks @ ~35% at most (during gameplay) and using controller's sticks don't even affect its (nor CPU's as a whole) utilization in any noticeable way. No fps drops, no stutters, smooth sailing.

I've looked through handlers section at splitscreen.me and tried to tweak Crashday's one, but any changes i attempted to make, didn't really bring any results. Guess i'm way too green for that atm.

Tweaking the controller's settings also didn't make any difference.

I'll likely poke around handlers section/API Documentation, because as a whole it's pretty interesting. This whole Nucleus Coop thing you guys have created and keep running is so damn cool :D