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Rusk

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Everything posted by Rusk

  1. Thats why I asked if this was intended behavior... Thanks for answering my question. Though why not let it just sit there?Seems kinda odd and also the fact that this fact seems to be rather poorly communicated to server owners as well as players.
  2. Still does it. Was away for 2 days and upon returning I checked the server. Wasnt on the list but could join just fine using its ip and port. Help?
  3. There was one guy on the server. Told him I was doing a restart to get it back on the public list which I did a couple of seconds ago.
  4. Server vanished from the list again. Did you get around looking into this yet?
  5. Also my serverOptions.ini isnt called serverOptions.ini rather then servertest.ini. Not sure if thats an indication for something being off. Also this is the directory structure: http://www.mediafire.com/view/xn3r9v9i7c7r0xg/ProjectZomboid.dirtree http://www.mediafire.com/view/b4qj849z2i592ak/Zomboid.dirtree PVP=truePauseEmpty=trueGlobalChat=trueOpen=trueServerWelcomeMessage= <RGB:1,0,0> Welcome to my PZ-Server! <LINE> Teamspeak3-Server at 176.58.126.21:9987 <LINE> <LINE> Location: London, UK <LINE> <RGB:1,1,1>LogLocalChat=falseAutoCreateUserInWhiteList=falseDisplayUserName=trueSpawnPoint=0,0,0SafetySystem=falseShowSafety=trueSafetyToggleTimer=100SafetyCooldownTimer=120SpawnItems=DefaultPort=64300ResetID=730016904Mods=turbo-luanetMap=Muldraugh, KYSpawnRegions=servertest_spawnregions.luaDoLuaChecksum=truePublic=truePublicName=[PVP][NoSafety][SoftResets][TS3][UK/EU]Rusks Torture Chamber PublicDescription=1st Time Connect 2x Cuz Of Bug | Teamspeak3-Server: 176.58.126.21:9987 | SoftResets will be conducted when neededMaxPlayers=10
  6. Nope server stills keeps disappearing. I rebooted around six in the morning today after it crashed because an OutOfMemoryException (how many players can I entertain with 1.8GB anyway?). I then checked a couple of minutes ago and it was not listed.
  7. I am constantly getting this error: MOD: required mod "turbo-luanet" not foundI added "LuaNet" to "projectzomboid/mods/" and added this to my "servertest.ini": Mods=turbo-luanetPermissions check out just fine. Running on an archlinux-amd64. Server otherwise runs just fine and accepts connections. Any ideas?
  8. Ah nvm figured it out myself. http://pz-mods.net/gameplay/ApCom/ or http://theindiestone.com/forums/index.php/topic/9395-please-help-me-get-mods-to-load/#entry121072
  9. Whats an example for a mp-compatible mod?
  10. Thanks for the info. I am trying to get the mod I have written (makes a player say gibberish upon swinging his weapon) running on my server. Is there a documentation on that out there somewhere? The mod works clientside. That I have checked. I then copied the mod files over to "../projectzomboid/mods/mymod", added the modid to the "loaded.txt" in "../projectzomboid/mods/mymod" and also added the modid to the line "Mods" in the "servertest.ini" in "../Zomboid/Server/". The server loads fine and accepts client connection. The mod though does not work. Any ideas?
  11. Hi! Being the huge fan of zombie survival games that I am I thoroughly enjoy playing PZ. So much so that I got my own server running (176.58.126.21:64300) and started looking into customizing it right away. I know that PZ has a rich API that is accessible through Lua and wrote a trivial mod following RoboMat's instructions to get a hang of the essentials. I also know you can add items to the game. With all that what I am wondering about is how that can be possibly fed into multiplayer at this point? Here are some concrete questions: Is it possible to use Mods at all in MP?If so is there a distinction between serverside and clientside mods?serverside: Mod only needs to be installed on server and its functionality is propagated to clients. Therefore clients could connect to such a server with a vanilla installation of PZclientside: To be able to play on a server that has a certain mod installed clients would need to install that mod prior to joiningIs it possible to supplement server behaviour using Lua scripts outside of a mod? Things like location-specific chance-based triggers for certain events?Thanks in advance!
  12. Well I have done a couple of restarts the last being about an hour ago and it is still on the list. Not sure what was going on there but Ill keep an eye on it and report back in case of odd behaviour.
  13. Hi! I am running a public server (176.58.126.21:16261) and it seems after the initial listing on the public server list my server vanishes from there. Knowing the IP you can still connect though. I am wondering is this intended behaviour or a possibly a bug? Server is running latest build of the stable branch (non-beta). Thanks for your help!
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