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EnigmaGrey

The Indie Stone
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Everything posted by EnigmaGrey

  1. Nothing in the included screenshot is being done by the game server. We can’t really help with docker images. We don’t create them, maintain them, or use them. Normally, these files are created on first launch. I assume the docker includes its own version so you can configure the server before launching it the first time, but this is not how the game usually works.
  2. If you’re using a Magic Keyboard, hold fn down then press f11.
  3. Outline is just distance. It doesn’t indicate timing and doesn’t predict success. Not a bug.
  4. Yeah, the first two clips make it look like it doesn't target the leading zombie if the spear's target falls onto the head of the nearest zombie. Not sure what's going on there or if it's a case of debug misleading us all. Either way, it feels wrong. In the third one, I think it's because you were turning from one zombie to another and started the shove too late / while trying to turn into the hit? What makes it hard to interpret these things after the fact is that the overlay isn't predictive in any way; it doesn't give cues to timing (purely distance) and I suspect in this scenario you probably have to swing a little earlier than you are (making up for the time to react and commit to the swing), as I think you're only reacting to it turning green and by then the zombie has gotten closer. Unless I'm mistaken, you also don't have multihit on, which makes fighting multiple zombies this way a very bad idea. I would suggest always kiting in these scenarios, especially with the spear and multiple zombies.
  5. If you download the latest version of lwjgl and it’s components, you can replace the game’s jars and dylibs with its contents. It at least works as a drop-in replacement on Windows. I can’t say if that will work for yours, specific issue, but hopefully it’ll I’ll get you started.
  6. As Beard says, whatever it is, doesn’t seem to be related to the linked thread. Your issue is 1704391705926> 0> [04-01-24 19:08:25.926] > ZNet: Connecting to 0. [04-01-24 19:08:25.926] LOG : Network , 1704391705926> 0> [04-01-24 19:08:25.926] > ZNet: Connection attempt failed because SteamID is invalid I’ve never seen that before. I have no idea why that would be the case. Since you’re playing on the Steam beta, all I can recommend, is reverting to the public build of steam, and seeing if the problem resolves itself. If it does not, then you likely have a configuration issue with your system. If it does resolve itself, then you’ll probably be best reporting the bug to Valve via the linked github.
  7. I don't disgaree about moving everything into a single folder, it's just we end up wrecking about 8 years of content online about hosting servers; an absolute ton of it that we can't change. Server hosts (as in the big companies) also aren't fast to adapt / do not do regular research. We'd basically be breaking a lot to do it. That's not to say it won't happen at some point, but there are reasons it's left as-is. We'll discuss if it makes sense to make those changes now, given how long Build 42 has been in the works, but it might also be "one thing too many." --- For your crashes, your hardware looks good, honestly. I'm surprised you'd have unstabilities in your system. If you check Event Viewer, go to System, and then Filter by Error, you might be able to narrow it down. For example, I regularly got crashes with a newer Dell that had similar specs. It ended up being PCI-E related. At first, I thought it was issues with the NVMe, then the GPU, but it turned out to be a fault in the motherboard. You might get luckier though and find it's just a setting in Windows or a bad driver / USB device causing the problem. --- For the game itself: if you're starting the 32-bit version of the game, it looks like something is forcing the game to use only a maximum of 1024 MB. Go to the Start menu, find Control Panel, find System, then go to Advanced. Open System Environment Variables near the bottom. See if you have a JAVA_OPTIONS variable. If you do see it, delete it. (Chances are, if you installed an old version of MineCraft at some point, it came from there.) If this proves to exist, and you have crashes with the game/server, this might be why. I'll try and reproduce the issue with the admin character not getting deleted. The log does only mention deleting the _player folder, which is not enough. So it could well be a problem with the base game. Edit: I'm able to reproduce it. Probably the only thing you can do is edit the players.db (the one in the folder that does not end in _players) to remove the character's save manually. That means using a program like SQLLiteAdmin to look at the players data in the db. Alternatively, if you're resetting everyone's characters, deleting players.db should clear them all.
  8. You're hosting a server. Your SteamID is your username and name of the character. Your character's folder (the one that ends in _player) doesn't really matter, as the player data is sent from the players.db found in the server's folder. I don't know why the delete button isn't working for you, as it's easy to test and it seems to work fine for me. Did deleting the character work prior to renaming the server? If so, perhaps it's the use of Cyrillic characters in the folder name. It should otherwise just delete the character. It could also be one of the many, many mods you installed possibly interfering with this. If you upload the console.txt from %UserProfile%\Zomboid after trying to delete the character again, we can take a look and see if there's any obvious error. To move characters between two existing servers, you're going to have a lot of fun. You'll need to somehow the blob data from one players.db to another by using an SQLLite database editor, like SQLiteAdmin. It's not something that ever really comes up.
  9. It’s not possible for the new character to be linked to the old one. Each server exists entirely separately. Assuming you didn’t delete the original files, you change the name back to the original and you’re done or you rename the folder and settings to match the new name, as said above. if you did delete your original files or only partially migrated the files to a different computer, then I’m sorry to say that you made some bad assumptions about how things work. Next time make a complete backup of the entire zomboid folder instead. I don’t know what protection you’re talking about, otherwise. There’s nothing that prevents an admin account from creating a new user or adding/removing users from the db. I’ll be best to show me what you’re doing with a screenshot or video.
  10. You could just change the name back. It's not as though it does anything beyond changing the save folder of the game and the pre-pended name for the configs. And there's absolutely nothing stopping you from copying the data from /saves/multiplayer/whateverMyOldServerWasCalled to /saves/Multiplayer/NewServer or from renaming the old configs to match the new servername. It's purely an organizational thing for your local computer, for those that want to have multiple servers on the same machine.
  11. Yes, like I said: you'd at best get a month of free cooling (limited to night and/or only when food is in shadow). And no, we're not going to oversimplify it if we were to do it; that's not our MO. Pull the thread a bit more: excess heat doesn't cause food to spoil faster. Do you want that in exchange for having to put your food out at night only to take it in during the day to try and extend its life slightly? Better just to ask for root cellars and the like. Much higher ROI.
  12. I think you can imagine why that would be extremely tedious and ultimately pointless compared to just getting a generator and a fridge? Or doing the more sensible thing and just building a dedicated root cellar? The latter of which would avoid any performance impact or possible issues with trying to simulate the differences and temperatures when offloaded. Remember, the setting for the game is not very far from the deep south, and the coast, relatively speaking. This isn’t a cold place, even at night.
  13. EnigmaGrey

    Disruption Week

    We're not to that stage yet in the crafting update, so it's not a consideration right now.
  14. Game already has shorter/longer days and nights based on time of year. It also takes into account moon phase. Server owners can set a nightlengthmodifier for shorter nights.
  15. Think of it this way: You now have to track every food item in the game and update its temperature in real-time. That'll have awful ramifications for performance and if we try to simulate what happened while you're away, it'll be subject to some intense jank. It's also not that realistic: any food items in the sun will be at the mercy of the space heater in the sky that can out-compete negative C temps and this area of the country doesn't get very cold in winter or have much snow act as a protective blanket; what it does get, melts fast. Your best bet would be something like a freezer on an enclosed porch or under a very large tree, not out in the open. But that's probably not going to help you if you hit +8 C in January ... By March/April, you're out of negative temps and into double-digit positives, on average. You'll run into similar problems burying your food there -- the ground is warm. (Add to it the high water table and an area prone to flooding and you're going to have a very bad time preserving food in ways that'd work fine in Minnesota). If we hadn't picked Kentucky and gone somewhere up north, I'd be all for it, but in short, it's a lot of work for something that'll maybe buy you a month of food preservation and a feeling of immersion. (This is also a similar problem "functional coolers" have -- it's a warm place; coolers often struggle to even keep food outside of the danger zone for refrigeration for more than a few hours. It's just ultimately a disappointing mechanic to try and implement due to being inconsequential.)
  16. Are you set to invisible when triggering the car alarm? If so, that's why they're not responding to it.
  17. Unfortunately, it is working fine here at the same resolution. Is there any reason why you selected Legacy Fog in Options? Try changing fog quality to high in options and see if it goes away.
  18. If you previously pinned the window (likely with the mouse) click the pin beside the X again to unpin it. Then it should be visible.
  19. That's a separate issue. We're aware it's not great in Lousiville as is.
  20. Green might technically be good at that exact moment, but 50-100 ms later, once you react and commit to the swing, perhaps not so much. Likewise, after you commit to attacking the closer zombie, the green highlight transferring to the zombie further away during the attack doesn't mean that's the one you're striking now. It doesn't help that this was just repurposed from guns. It was never meant to be a melee indicator; people just asked for it and got it. Then got a little too dependent on it, imo, just telling people to use it instead of learning how fighting works. The player still needs to learn that they connect only to the first zombie they strike (or the several closest with multihit on, I suppose); that they can't change or sweep targets after committing to attack the closest zombie; that each weapon has an inherent range; and how to time their shots. Sounds overly complicated when written out, but I think it's fairly intuitive unless you focus on the outline for anything other than direction.
  21. not a bug. You started the attack on the downed zombie before the walking zombie was in range to be shoved.
  22. Not a bug. You can’t remove the pain caused by exercise fatigue with drugs. It’s to balance the game.
  23. Zombies can’t be hit in fall/get up states. It is an engine, limitation and not a bug.
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