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nasKo

The Indie Stone
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Everything posted by nasKo

  1. What may appear like a month was actually three days, ac30fspad35. 3 day suspension given on the 20th of February. I'll let it slide and go on like you're not trying to cause drama.
  2. nasKo

    Ports not open?

    Port 16261 is a UDP port. The others are TCP ports. You can check if your system is accepting connections on the UDP port 16261 by starting the server and then opening a cmd and entering netstat -anNow check the output for the UDP port 16261. In some cases it's normal that port testers might show TCP ports as closed because they are not in use when players are not connected and playing. Most online port checkers are not able to check for UDP ports. The FAQ will be updated in that regard, soon.
  3. I do not believe so. I think it was a little spotlight for Bedford Falls, A user created map. I think they where using it as an example of upcoming multi-player mod/map support. Yep, what false_chicken said.
  4. nasKo

    Mondoid Reposts

    Hello peeps! Time for another updatey Mondoid. Build 25 We’re currently testing a new version of the upcoming build 25, which will see multiplayer and singleplayer unified into a glorious whole and mark the proper release of multiplayer, as well as a ton of new fixes and additions. There are a few issues left to resolve before we could possibly release. Worst thing we could do now is put out an update which breaks the pretty stable multiplayer so we’re being very careful to make sure the next release is a good ‘un. We apologise to all the Mac players out there still waiting for a version of MP that works for them, but the only solution is to get 25 out there and if we rush it out to get Mac people playing and bugger up, then we’d risk losing the traction the game has gained with the multiplayer. It’s frustrating but we’re so close that any particular version we upload to the testers could be the one we can put out. We’re still waiting for feedback on the latest update so who knows? It could go either way. But soon. You can read the full patch notes here. And read on for more details. Important additions to MP in build 25 are: Admin Tools The next release of Zomboid MP will have a bunch of sexy new admin features to help administrate servers. Of note is the ability to have your server open to all, and auto add username/passwords used to get into the server to the whitelist. This will allow server ops to cast a net out and grab as many people as they need to keep the server busy, then close the doors once their numbers are up, at which point they will be able to remove the no-good griefers and cheaters and have a large player base without all the manual time consuming white list editing. Also banning by username / IP features, and all the other features you’d expect from a player run server. Soft Reset Server operators are now able to ‘soft reset’ their server. This resets everything in the world, such as zombies, loot, blood, characters. But it leaves any map changes in effect. so zombie fortresses will still be standing, and (now much less likely) kitchen fires will still leave their mark on the world. But water and electric will return, blood stains on the walls, zombie bodies in the street, will all be cleaned up. Zombies will walk the streets again as they would in a totally fresh game. This will hopefully allow for servers to evolve and change over time, yet for people to be able to play the early Zomboid game more often without total resets. In future it is our hope that, along with mods, for example RingoD’s in-progress Bedford Falls… …the game world on most servers, will before too long be so gargantuan that running out of loot or zombies on a server will take a ton more time. That along with migration systems (still in progress) trapping/hunting that are incoming, and plans for fresh spawn random profession related ‘survival kits’ there will be enough late game gameplay to keep servers running unreset indefinitely and still provide fun gameplay. Safety! Another key area we’re working on is the ‘safety system’, which is an optional server setting that provides friendly fire protection, as well as a way of discouraging shoot on sight. Or at least to warn of shoot-on-sighters. It’s our spin on the ‘bandit’ system other games have toyed with in one way or another. Due to the small character sprites, its impossible for us to reflect the subtleties in characters actions to provide someone with sufficient warning that a ‘friendly’ is about to pull their gun on them and shoot them dead. We want to provide a way to simulate this, to provide some level of protection to the non-aggressors in such situations. Namely a HUD button that defaults to ‘safety on’, and means any attacks will not hit other players. This provides safety against accidental hits when trying to help your buddies in combat. A player can switch their safety off at any time (though there is a short delay before it is disabled) at which point they will get a skull next to their name which any other player looking at them will see. Since the skull appears immediately after clicking, this means anyone looking at your character will see your malicious intent. Your body language, you reaching for your gun. Visible tells impossible to convey on tiny characters. Any character with safety turned off can be hit by a character with it on. Only two mutually ‘safety enabled’ players are safe from each other, so this enforces a moment of vulnerability to the aggressors (unless they just come in safeties off, all guns blazing of course, in which case their intent is clear from the get go and can be avoided or defended against) Viewers of The Walking Dead should think of the scene in the bar in season 2 (kinda sorta vague spoilers). Just because someone isn’t openly hostile doesn’t mean that you can’t start to feel uneasy and anticipate a hostile move. People hoping to gun down their companions will need to be clever, wait for a moment when the others have their back turned, to give them the second or two it takes to turn safety off, without their skull icon betraying their intent. It gives you a safety net against those you don’t trust. If you never turn your back, or lower your gun, for a second, you’ve got a good chance of putting them down if you’re careful. This in itself gives a slight safety net to players to not have to ‘kill on sight’ just in case. Server option variants will allow for usernames not to be displayed when your safety is disabled. Like privateer ships sailing skull and crossbones to hide their nationality, this system could be optionally used as a more in-depth PvP system, with players able to travel incognito as raiders without their usernames being known. It won’t be for everyone, and we fully imagine ‘hardcore servers’ having it disabled, but hope it will provide for a nice mix of PvP and co-op where you’re able to rely on your character’s perception skills to alert you to hostile PvP intent and encourage ‘cold wars’ with two hostile groups inhabiting the same place without necessarily shooting at each other (until the moment it all kicks off). Only thing we’ve got to work on now is making the feature’s functionality clear to new players. Speaking of which: Tutorial Incoming! Kate and Baldspot are not ready to re-enter Muldraugh yet, but even so, the ‘tutorial’ they provide is, out of necessity of keeping the narrative nice and interesting, very vague and high level. We don’t want to interrupt the story with a million pop-ups explaining every aspect of the game. We have however decided that we clearly need to do more, beyond the Survival Guide that no one reads, to guide players through their first game of Zomboid. As such, we’ve been working on a more solid tutorial which will take place on the Last Stand map, that takes a player hand-by-hand through looting, eating, drinking, climbing through windows, combat (STOP MOUSE SPAMMING!) and other things. This is still in progress, and may not hit build 25. But it’s not far off. That’s All Folks Not much else to say, apart from to thank everyone for their support, and that the reaction to multiplayer has been phenomenal. To all those who aren’t interested in multiplayer, just know that its addition has clearly opened many doors to the Indie Stone in terms of potentially expanding in the future to bring those single player features you crave a lot faster. The game and development team have never been in a more stable place or better state of mind and there is no doubt that getting MP out was anything but the best move for the future of the game generally. It’s also becoming clear that levering the system set in place for supporting multiple players is going to be of great benefit to finishing off the NPC system. We’re still light on details about NPCs because we don’t want to create buzz about something that’s still a long while away. But long while away or not, NPCs and meta-game have never been closer than they are right now, and hopefully MP’s swifty addition to the game as well as the build becoming more stable and polished, shows that we’ve managed to pick up pace a lot in the past few months and we intend to do that moreso going forward. Love you all! Indie Stone
  5. You need to be more specific than "can you fix X and Y". Please explain what's wrong with them. Ideally in a bug report http://theindiestone.com/forums/index.php/tracker/
  6. Have you tried http://theindiestone.com/forums/index.php/topic/5693-black-screen-but-ui-visible-bug/?p=80279 ?
  7. If you don't see it in the changelog, it's not part of it.
  8. https://twitter.com/CaptainBinky/status/438336015783038976
  9. Not in the literal sense, obviously.
  10. Crusader Kings 2 + Sims 3&Story Progression Mod?
  11. Don't let one arrogant know-it-all discourage you. If you insist, we can close the thread. Please report the thread if you wish. We'd do our best to keep it nice and clean for you, otherwise.
  12. Non-Twitterers (-ers?) missed this: https://twitter.com/lemmy101/status/438343272831152129 So that's a yes
  13. Oh god, yeah. The aussies are pretty much fucked re: pricing. Even "proper" internet costs a fortune (last time I checked).
  14. of course they have to pay stuff, but the pricing difference goes to the publishers. if they clearly say the 5€ addition for e.g. starbound is for charity - very nice! but it's for nothing - they say, just pay 5€ more than the rest of the world because we like you. it's like a joke: an asian, an american and an european are sitting in a plane and are buying games from humble bundle. asian and american are paying the same price - and the european asks them why he has to pay 1/3 more? the american and the asian shrug and lough. What you don't seem to understand is that it's up to the publisher/dev, not Humble Bundle. This has nothing to do with VAT or paying the Humble Bundle staff. They offer publishers/devs to either provide a MSRP for a region/currency or use - what they call - "Humble Pricing". The latter would be what you're looking for. As long as they give publishers/devs the option, publishers/devs will use what makes them more money, unless they're broskis. Humble Bundle wants to provide a store. They could say "if they don't want to support our pricing system, we're not going to sell their products", but I doubt that's what they want to do. They want to build a store presence, instead. More partners, more money.
  15. nasKo

    Mondoid Reposts

    Mondoid, 24th of February, 2014 Hello hello! Blimey, it’s Monday already (where the heck do these days go, anyway?) which means it’s time to panic about not having written a Mondoid yet and then write one. This week, as well as a few little updatey nuggets, we’re going to do what we’ve wanted to do for a while and shine the spotlight onto one half of our support team and Mac aficionado, Drake “I’ve not checked whether he has a nickname” Barron (follow him on Twitter @Rathlord)! Wooo! We gave Mash interview duties so it’s quite likely there’ll be questions involving either guinea pigs or pancakes *checks transcript* it’s pancakes. That’s a spoiler. THE INTERVIEW Drake wearing a hat Mash: So, “Drake Barron”: has anyone ever told you (besides me) that that sounds like a superhero name? Drake: … Mash: I mean their real identity. Drake: It’s been brought to my attention a few times before; I’m not sure if my manner is mild enough to be called an alter ego, though! Mash: Describe your thrilling back-story… in twenty words or less! GO! Drake: Oh my! Well, I live in the U.S. (originally from the south, now hailing from the frigid state of Iowa) and I’ll be 23 tomorrow. I’m a massive hobbyist – I hunt, I mountain bike, I’m a gearhead*, I love (American) football, I’m the geekiest geek you know (World of Warcraft, Dungeons & Dragons, tinkering in programming, the whole nine yards!), and I write poetry and fiction in my free time. That’s me in a very quick nutshell! * Editor’s note: Urban dictionary defines “gearhead” as “someone who is, like, totally into cars and that” (slightly paraphrased) Mash: *Gasp* You’re only 22? I had no idea you were so young! Also: HAPPY EARLY BIRTHDAY [party emoticon] Drake: Heh, yes I tend to give the impression of someone much older. I’ve been kind of an old man since I was about 17 (I read the newspaper). And thanks! Mash: What brought you to PZ? Are you a big zombie fan? Drake: I am a big fan of zombies as a rule. I love the lore and I feel zombies bring something to the table that no other monsters really do quite as well- a fear of our own humanity, and how much we terrify ourselves. As such I try to stay up to date on zombie movies and games, though before I found Zomboid I had been a bit disappointed by the games. When I first found PZ, I downloaded the demo and it was just instant love. I loved the crafting, I loved the visuals (thanks Mash!) and I loved the abject horror that PZ brought to the player. I didn’t register on the forums until late 2011 (I was busy playing until then), but when I joined I found a friendly community and awesome devs, and I just haven’t been able to pull myself away since then! Mash: With all your hobbies, you seem to have a headstart on some survival techniques! Drake: I’m a bit of a survivalist, too! I keep a kit around the house and I’m armed to the teeth. If push came to shove I could probably live in the wilderness for the rest of my life as long as I had a sharp knife with me (not that I relish the thought). I love being in the woods- it brings an overarching sense of tranquility that I don’t find elsewhere, and that’s driven me to be as passionate about hunting and survivalism (that’s actually a word?) as I am. I also owe a lot of my love for the outdoors to my father and grandfather; they took me hunting and fishing when I was young and taught me to respect and enjoy the woods. That’s a debt I’ll never be able to thank them enough for! I’ve also worked on a ranch, so dealing with nature is a bit of a must there, too. Mash: You’ve mentioned being a big gamer before, yet you are *gasp* a MAC GUY. Make your case for the Mac as a gaming platform! Drake: Haha, here we go then! I wouldn’t exactly recommend OS X for most gamers, but if you’re tech savvy and like a slick OS it can be a really good experience. I’m kinda weird in that I enjoy the stimulation of porting games, so having technical difficulties is always a challenge more than a problem for me. Mash: Speaking of technical difficulties, what’s the one tech question that constantly comes up in the PZ forums that you’d like to answer here and now so that it will NEVER APPEAR AGAIN? Drake: Ooooh such power! I’d have to say the problem some people have where the game world appears black. Thanks to the excellent EasyPickens, this problem is now dispatched quite simply by turning off Zoom in the options! Drake: Can I interest you in a Macbook Pro? Mash: Never! Editor’s note: The IndieStone would like to clarify that we very much like Macs every bit as much as proper gaming PCs Mash: I guess as a tech guy, i should ask you to display your specs. Editor’s note: Phwoar! Drake: Well I’ve got a couple of computers floating around the house, and I’m probably about to build another more gaming oriented computer, but the one I use most often is a MacBook Pro: OS X 10.8 2.5 GHz Intel Core i5 8 GB DDR3 RAM And a silly Intel HD 4000 graphics solution! Mash: We all know you play Project Zomboid, and as you’re a DM in the community D&D games (linky), you seem like an avid RPGer in general. What draws you to these types of games? Drake: Well I owe a large chunk of my original interest in them to my parents; they read me The Chronicles of Narnia and The Lord of the Rings aloud when I was just old enough to understand them, and I’ve been fascinated with fantasy ever since. RPG’s tend to really scratch that fantasy itch in all the right ways. It’s also really enjoyable to be able to jump into someone else’s shoes, and games like PZ and D&D really hit the spot for that. You get to experience what they’re experiencing, feel what they’re feeling, and I find that not only entertaining but also intellectually exciting. Mash: Pancakes or Waffles? Drake: Waffles of course. They’re like pancakes with better texture and perfect pockets to hold your syrup and butter. No contest! Mash: Anything else you’d like to say? Drake: Just a big thanks to The Indie Stone for keeping me around this long, and to the awesome community members who make my time here fun and exciting! Mash: Aww! And there we have it! Woo! 3D Model Update The last few cosmetic bugs with the realtime 3D characters have now been fixed – basically, what we were seeing in previous versions were a lot of “skin poking through clothing” issues. This was a result of the fact that with the current sprites, the models get quite heavily processed before becoming game-ready and because of this, it was not necessary to be too careful with the way the base models were set up. Rendering these models in real-time, however, and all of these short-cuts taken months back become visible in-game. There are still occasions when a teeny tiny bit of the skin can poke through, but it’s insignificant enough to not really be an issue – the only way to fix it would be to increase the polygon count of the assets which we don’t particularly want to do if we can help it. You can see the sort of extent of the issue as it is now below: Arrow points at skin poking through shirt, not really a big deal Multiplayer Update The upcoming build 25 contains (amongst other things) some rather natty controls for administrating multiplayer servers. There’s a whole bunch of commands for controlling the game, as well as ways to administrate users. It’s worth reading the forum topic for further information (Linky), but for a sneaky-peaky at the sort of stuff you can expect, here’s a picture (click to enlargulate): Woo! Ban! BAN! Ban them all with your mighty ban-hammer!
  16. nasKo

    Older versions...

    Nope. Back then it still had a basic DRM.
  17. nasKo

    -Closed-

    Everything you need to know is here: http://theindiestone.com/forums/index.php/forum/72-help/ Check out the FAQ. If there are still any problems, make a thread Joinging a server is basically: 1. Getting the MP build 2. Entering the IP 3. Connecting C Mind if I clean up the thread of all those adding requests?
  18. nasKo

    -Closed-

    Ah, that's coolski. I'll drop in some time then.
  19. nasKo

    -Closed-

    I'm new to this RP thing. Are there actual "RP rules" or something or is it just some form of play-pretend? Watching D&D streams scared me a bit with all those rules.
  20. Not possible right now. Also: http://theindiestone.com/forums/index.php/topic/6016-multiplayer-faq/
  21. From the last Mondoid: The fact that they didn't show a character's weapon was an unfair advantage to those who disabled the sprites (as it was an option in the options menu). That and what Andy (CaptainBinky) said
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