Jump to content

Deadend

Member
  • Posts

    227
  • Joined

  • Last visited

Everything posted by Deadend

  1. Yeh the lag issues seem to be on a per case basis. Other players seem to not have these issues or not to that scale. But like I said, its due to a lot of variables. And the current player limit is set to 16, server is running on 3Gigs of ram. By wiki specifications 4gigs supports roughly 20 players and 2gigs about 10. Hopefully the server will be able to handle major events like the raid events. But like you said, no matter what game itself doesn't seem to be able to handle much more than 12 or so players in a stable manner. I don't think the zombie population setting can be changed at this point since all the zombies are already spawned. And I'm trying to do my best to stay away from having to do a server map wipe unless its absolutely required by a new game build (official release). Just in general though, if player activity picks up and the server garners an active player community around itself then possible upgrades to the server box, connections, and or possible move to a better server box (that or renting an actual VPS for example) are all possible expansions. What I'm doing here with my own personal dedicated server box and the time I've put into it thus far is more or less to kickstart the server. But I admit its not the best to support a large player base. Okay, I believe your faction is distinct enough to set itself apart from the other two factions. I'll add you to the factions roster and link to this post. So you can update this post as you may see fit (such as adding new members, diplomacy, etc..). I'll post your mission statement in the quick description of the faction. Just keep in mind though that the diplomacy section is meant for listing your enemies, allies whether they're survivors or factions. In regards to the trader and resupply events, I'll give some thought to how your faction can be a greater part of it or 'play a role in it' closer to when these events will actually start to happen. And I'll contact you about it. Just in general, being a faction founder make sure you're very well aware of the rules so you can protect your faction through them, making sure those who break them don't get away with it, and making sure your members are well aware of the rules. SERVER UPDATE: updated survivors roster (you can always use this to contact your in-game buddies in the forum xD): CptSnuggle | Alex finchNemesis Kane | Nemesis KaneTayTar | Taylor Walkerendofautumn | Aria NightingaleLoLDodgeTHIS | Dodgesitruc102 | Nick Taylordrarathelle | Andrew BakerMr. Monkey | Officer Scott KendallGuino | John GanjaBranduff | Riley SamuelsWildecard | Robyn Renee
  2. Hey guys. I'm guessing it must have been during a server restart. The server restarts about twice a day to 'refresh' and provide a smoother experience. I've noticed the lag spikes (ping jumping to 200s) when a new player joins. Not sure why this is, seems the server takes more resources than it should to adjust the new player. But it always resumes to normal shortly after, within a minute. So just waiting a bit, striding away from danger should do the trick. The server box is running on the best equipment I could provide for it (Cat 6 wires, 1GB connection speeds router, modem and switch) and the PZ Server is the only thing running on the server box. However, it is running off a D:20mbps , U:5mbps regular home broadband connection so smooth connections won't always be possible the more crowded the server gets. And also, the game itself can be a cause of lag since it could be drawing more resources than it needs or inefficiently communicating with the server. Also, keep in mind that lag goes both ways. it depends on the server and client. If your too far from the server and/or your internet connection is choppy, sporadic, or crowded, it could all be a cause of lag. And that all could also be true for the server but so far no one else has had lag issues. But hopefully you aren't experiencing this lag constantly. Whats your average ping Dodge? Also, glad you're enjoying yourself in the server. If you guys ever have any issues, don't hesitate to post
  3. When I think of '''''special infected'''' or ''''superhuman zombies'''' I think of the zeds/vamps from I Am Legend, Resident Evil, and Left 4 Dead. What I'm suggesting is far off from that. None of the variants I'm suggesting would be tougher, stronger, and smarter than a healthy, uninfected human (survivor). So I guess we just have different views of what a 'special infected' or 'superhuman zombie' is. I guess you're the type that sees the buffed up guys at the gym as being 'special' and 'superhuman'. I guess the obese guy at McDonalds is also as 'special' and 'superhuman'. p.s: it would be nice to see this at least even if its purely cosmetic. Even if its in the distant future.
  4. What are your thoughts on kickstarter? Did you ever consider it a source of funding for Project Zomboid? Any plans to put Project Zomboid on kickstarter to get that extra funding to push the release of the game?
  5. eventually, they would be the same "rotten walking corpses", but not initially. Unless this zombie virus turns its host into a rotten walking corpse as soon as it turns the host.
  6. Update: I noticed people in server are starting to pick up more on Roleplay. So just slightly modifying rule No. 3, so newcomers don't ruin the experience for others. making it more straightforward and simple. 3. Global Chat is meant to be a sort of radio frequency we can all tune into. No need to explain how you got your hand on a "radio" or whatever. Just act in character. If you need to act out of character (go ooc), put your message in paranthesis ex. (Hey Guys, gtg I'll be back later). Same goes for Local chat (though that one of course is meant to be you talking in person, not a radio frequency). With that in mind, you can "talk" all you want.
  7. In general a fat zombie (and I mean obese zombies) tend to be wider and an easy hit to the head wont come easy unless you're shooting at it. Also, in general Fat people tend to be pretty strong. All that extra mass in their arms, besides the fact they're crazed and swinging around. There are sprinters in game but you have to actually go in sandbox mode and enable sprinters. And then every zombie is a sprinter. Completely far-off from what I'm suggesting. Athletic people tend to have a larger need for stamina, being quick on their feet. Meat-heads on the other hand are just putting pure muscle on for show. Where you think the term chicken legs come from? Its not being about dramatization or how tough they made to be in movies. Is the fact that currently in-game every zombie looks like it came from a perfect human civilization were everyone was just "average", no one was obese/overweight, no one hit the gym everyday of the week, no one was born handicapped, no one was an anorexic. Difficulty in zombies only make hordes more difficulty to handle. Like I said, I don't think being fat, strong, or faster makes anybody special. It just says who they were before they turned. And clearly there is an advantage for some zombie virus to be in the body of a person that used to be a total meat-head in comparison to say the drug addict.
  8. fat zombie, athletic build zombie, meat-head zombie, ,skinny zombie, and no legs crawler zombie. Each having its shortcomings and advantages: (in the following descriptions when I say regular zombies I'm referring to the current regular zombies from 'Survival Mode'). - The fat zombie is slower but its footsteps are louder/clumsier (attracting nearby zeds possibly), its attacks do more damage than regular zombies (so its better to keep your distance). It can also take more damage than regular zombies. - The athletic build zombie is faster than regular zombies, slightly stronger and tougher than regular zeds but not more than the fat one. - The meat-head zombie is as fast as a regular zombie. stronger than the fat zombie. And tougher than the fat zombie. - The Skinny zombie pretty much a regular zombie just weaker and more fragile. - no legs crawler zombie, could be the reason they're crawling in the first place (maybe its legs were blown off or it was a handicap before turning), they're stationary so could be placed where you least expect it or on the side of roads...etc. I think such zombie variants are reasonable considering nothing of what I've suggested dwells into the realm of superhuman zombies. There is fat, athletic, overly muscular, and skinny people all over the world. Such variants not only would add more immersion into the game but much needed difficulty.
  9. how else could you complicate the process? No point in going karate on these zombies. A simply bash in the head with a melee weapon should put em down. If not literally then at least on the ground. What I would like to see is the character kicking the zombie once the zed is dropped to the ground instead of further using up my melee weapon or ammo (if I'm near the fallen zombie, without me actually having unequip my weapon and smashing its head with my feet). Kind of like how daryll will smack a zombie in the head with his crossbow, drop it to the ground, and smash its head with his boot. EDIT: In terms of complexity though. Actually being grabbed or tipped over (with zed falling on top of you) would be interesting mechanisms to see. Specially in hordes which would make them that much deadlier. With these maybe the chance of tripping if walking backwards and panicked. I definitely think the current system of 360, and circling zeds to take them down is too easy.
  10. is carpentry meant to be how it is right now or will it eventually get an overhaul? Things like queuing construction, getting plank back from removing barricade, only being able to remove barricade from the side it was placed on (it actually placing on the side you wish to place it on); seeing a broken down staircase, wall, fence, or door instead of it just disappearing with maybe a nail and plank loot drop (and possibly being able to pick up a broken door and repairing it to to put it back up instead of having to make a new one). You know, things of that nature.
  11. For those of you more or less opposing this suggestion because flare light or glow light is bad and your "night vision" is better. Keep in mind this is a game, not a simulator. No matter how hard you squint your eyes or if you turn off the lights in your room. Your ability to see things on the screen wont look/be any clearer/better. Especially at midnight.
  12. Primarily to be able to teleport to another player's position. I think this would be extremely helpful in properly moderating a server. People are more likely to behave and follow a server's rules if they never know when they're being watched (since you could drop in with invisibility on).
  13. Update: made a change to the 3rd rule. You'll enjoy your playthrough in the server a lot more if you follow it Its now: 3. If you're going to use the global chat, keep messages related to either the server or the game (it's preferable that you talk in character though. You can assume it to be a radio of some sort. But its fine to use it to get to people and or talk to admins if you have a question or something. Saying hi to others doesn't hurt either). If you're talking about anything else you'll get a warning, if you continue, you'll be kicked, if you continue after that you'll be banned. In local chat however you're expected to talk in character. It's a good idea you come up with some sort of back-story for your character. You might find yourself talking by a campfire with a stranger you just rescued from a horde also, just announcing that you might find random notebooks written into throughout the server map. This are meant to enhance your experience in the server. And learn more about the backstory, its characters, locations/factions. So please don't take these with you. After you done reading them, put em back where you found them for others to see.
  14. Update: Solved connection problem. Faulty router more or less. Internet connection was restored by restoring router back to factory settings. Though I narrowed down the issue to port forwarding. Seems my router doesn't support port ranges very well. It decided to bug out today after working fine with that port configuration for days. The new reconfiguration where I individually set a port forwarding for each port seems to have solved the issue. Hopefully it stays that way. Server is back up
  15. well, since its a moving object. move() might work http://theindiestone.com/zomboidjavadocs/zombie/iso/IsoMovingObject.html#Move(zombie.iso.Vector2) It's probably also a good idea to just look at that IsoMovingObject class in general for a solution. Another work around which I believe should be easier to implement is that as soon as you spawn the zombies, create a sound from the player's position (and by sound I mean the type that you can't really hear but zombies can, hypothetically speaking, like when you press Q). If within radius the zombies should start making their way towards the sound (i.e. where the parent zombie was killed).
  16. Yup. Server is down. Looks like the router my server box is connected to busted out. Currently looking into it. I'll update the original post in this thread when back online. Hopefully this is a temporary problem. Though its kind of odd. Direct connections to modem internet connections work fine. But through router it no longer works. And it was working fine last night, hmm. And no. Currently there are no restrictions such as you having to pick a new name if your character dies. Though in the future its possible that if for some reason your character gets killed in the story-line than you might need to request a new name. But that's still up for debate.
  17. yup, ever evolving NPCs would be awesome. If they don't make mistakes it'd be missing an essential part of survival. And if they don't learn from their mistakes is even worse. Though realistic it will take a lot more programming. Whereas pre-defined NPCs is more feasible. There really are no games out there that I know of that the NPCs are ever evolving, adapting, learning. They're all just sort of pre-defined, its easier.
  18. Deadend

    Farming

    definitely. But you should change this thread's/topic's title to "Compost Heap for Farming"; just "Farming" is a little ambiguous.
  19. Didnt you scrap the idea for the server? He didn't scrap his idea. It more or so became a group/faction like KNG and I modified my original "The Outpost Server" idea to support factions (along with other changes). So essentially Multiplayer Town and The Outpost (both server ideas at the time) merged into The Undertaking: Origins server, an actual server.
  20. Yeh, rivers do overflow during storms and such but they almost always retreat. Only forming new channels when they overflow constantly over the same area. Ponds on the other hand are a bit odd. Maybe if a large ditch was dug then it would make sense. Otherwise there is no logic for random ponds to start forming because civilization has collapsed. We have little say as to where our natural ponds are formed. Puddles maybe, but not ponds. Now that's something that would be nice for the implementation of the erosion mods, puddles. And with possibly soaking you more and making noise when you step over them xD. yeah, i'm aware of storms making a river overflow. but the Erosion mod does not make a storm that large in the game. in truth, that would almost need to be a Hurricane/Monsoon size storm to bring in that much water. the Ohio River is already a good sized river, it would take a LOT of water to truly affect its level, and a LOT more to make it raise that high and stay that high long enough to actually erode the banks. the average rainfall of nearby Louisville is 45 inches of water. per YEAR. http://average-rainfall.findthebest.com/l/107/Louisville-Kentucky Slow down there Cowboy! I was mainly directing my message towards the OP, appending yours. And also just talking in general, not specific to Knox county.
  21. Yeh, rivers do overflow during storms and such but they almost always retreat. Only forming new channels when they overflow constantly over the same area. Ponds on the other hand are a bit odd. Maybe if a large ditch was dug then it would make sense. Otherwise there is no logic for random ponds to start forming because civilization has collapsed. We have little say as to where our natural ponds are formed. Puddles maybe, but not ponds. Now that's something that would be nice for the implementation of the erosion mods, puddles. And with possibly soaking you more and making noise when you step over them xD.
  22. Time has passed, many have died, and much has been lost. We're no longer at the top of the pyramid; no longer the rulers of this world. Most of us have been deprived from what we hold most dear. We stride day to day to survive, to find some sustenance, something to hold onto, something to go on...Us, Humans, we've been known for our inner resilience,to triumph when all odds are against us. We can't just stand idle while our world withers away... There is much history to be written about us. Much more deeds to be done. We WILL prevail! We WILL make our stand! Are you ready? Are you ready to take back what's rightfully yours?Welcome, to a new beginning... OVERVIEWThe server is meant to be Roleplay oriented, event/story driven, and faction based. however, you're not required to join a faction; as of right now there aren't any events you can't participate in if you're not in a faction. So when you join you're welcome to go out on your own, buddy up with someone, or join a faction (or eventually do so). Just keep in mind that joining a faction might give you a better sense of belonging than if you were to be out on your own. There will be server sponsored events for everyone to participate in. And lastly, there will a server story that will be updated regularly (when there is enough content to be added). A story that you, the player, shapes up. We'll keep an eye out for things that occur in the server and we'll base off our writing off of those events. It's up to you if your character becomes a legend, or just another unknown casualty. ---------------------------------SERVER INFO----------------------------Keep in mind you'll need to be in the whitelist to connect.Server Status: OFFLINEIP Address: theundertaking.pwnz.orgPort: 16361Host/Service Provider: Fragnet - Steam Group - Server Forums - Administration:- Deadend | Scott Daniels [Founder]- Revixy | Revixy [Writer]- Strang | John Strang [site admin]- LoLDODGEthis | Dodge [right hand man] Server Restarts: Server will be restarted every 2 hours to maintain the smoothest possible gaming experience on the server. Game Settings: ---------------------------------RULES----------------------------1. No breaking into or raiding bases (safehouses, camps, outposts, settlements...etc.). If you're on a loot run and come accross a player built base (barricaded, wooden walls, paint on walls, notes saying this is someone's base, spiffo on the floor,...etc. ) then carry on. It's very annoying to build your base only to have it ransacked when you're logged off (a little unfair since you're not there to defend it, don't you think?). There will be a fixed time for when you're able to raid player bases (so keep note of their locations). Check the events section for more info. 2. No griefing. This primarily means no destroying walls unless you building your base. So if you're trying to enter a building, you'll have to go through the doors (if they're locked you can break em) or windows (if they're barricaded you can tear em down). 3. Stay in character as much as possible. Global Chat is meant to be a sort of radio frequency we can all tune into. No need to explain how you got your hand on a "radio" or whatever. Just act in character. If you need to act out of character (go ooc), put your message in paranthesis ex. (Hey Guys, gtg I'll be back later). Same goes for Local chat (though that one of course is meant to be you talking in person, not a radio frequency). With that in mind, you can "talk" all you want. 4. Don't take notebooks that have been written on that aren't yours. you might find random notebooks written into throughout the server map. These are meant to enhance your experience in the server. And learn more about the back-story, its characters, locations/factions. So please don't take these with you. After you done reading them, put em back where you found them for others to see. As of right now, those are the only rules, let's hope we can keep it that way. These rules are all meant to protect every player's experience in the server. So if you catch someone breaking any of them, report them, tell an admin ASAP. If there aren't any admins online, take a screenshot (by pressing your F12) and post it here, describing how and what rule they broke (you should take screenshots of people breaking rules even if admins are online). Help us make this a server that everyone can enjoy. Breaking rules No. 1 or 2 will get your account instantly banned. PETITIONING YOUR ACCOUNT TO REMOVE BAN HOW TO JOINYou can apply to join at our server forums, the recruitment tab. ---------------------------------EVENTS----------------------------MAJOR SERVER EVENTSThese are to be fun all around for everyone and make sense with the game world. RESUPPLY EVENTSThese events are meant to give players things to do. A location is announced and what's going on. It's up to you to go check it out or not. You can expect announcement like these to be made (they're meant to be roleplay based): TRADE EVENTSThese events will be server sponsored events in which a place will be secured for trading. Everyone would be welcomed to come in and trade their goods. ---------------------------------THE STORY OF US----------------------------Fort Lenning has fallen; no traces of any survivors. We've been left alone to fend off for ourselves. The military has gone silent. It's unknown whether they're still active or have been consumed by the virus as well. Those who survived the outbreak have resorted to scavenging, looting, stealing from each other, and murdering. But not all hope is lost, a place called Outpost Rose has been established off the road from Muldraugh to Dixie. Though still called an outpost, its a heavily fortified fortress led by the mysterious Scott Daniels. South of muldraugh, near the highway a new survivor settlement, New Hope, has been established, led by John Maxson, the governor. It's unknown what events will occur from here and on. What awaits the Knox County and its survivor is only a story that's yet to unfold...... To be continued. UNTOLD STORIESThis segment contains stories told by survivors for survivors. Reading them, will give you more insight as to a survivor's, faction's, and location's background. They're pre-approved before being linked here to fit with server lore and events (If you'd like to write a story of your survivor in the server and want it have it linked here, send me a private message). ---------------------------------FACTIONS----------------------------Factions are meant to be a large component of the server. When successfully established a lot of what goes on the server will revolve around factions. The Raid Event specifically will be much more enjoyable if you're in a faction. You don't have to join a faction to play in the server. But you should definitely keep an eye on them and make sure you join the right one (when and if you decide to join one). You can read more about them HERE ---------------------------------Q&A----------------------------read this before posting an issue or asking a question, it'll be continuously expanded on as issues arise and solutions are presented. * let's make this an awesome server *
  23. 8 - 17 - 2014 UPDATE: "... and from its ashes a new phoenix arose" After almost 2 months, the server is finally up. But since then new ideas have made it into my head. The server is released under a new name, THE UNDERTAKING: ORIGINS , so go there now, and read all about it. This forum post/thread/topic will no longer be in use.
  24. Yeh but, no one put it as simple as I did
×
×
  • Create New...