Jump to content

Killom

Member
  • Content Count

    15
  • Joined

  • Last visited

About Killom

  • Rank
    Member

Recent Profile Visitors

510 profile views
  1. Yes, that was never part of the discussion. Hostname resolution by Client is working flawlessly, if given manually. This could have been prevented by something like the masterserver doing nslookup to check, if the hostname resolves to the actual IP of the enlisting server. Nothing too fancy I guess. Never seen the flooding by myself, so its a bit difficult to comprehend. I guess, somebody had reversed the protocol, and kept spamming "new servers" with malicious URL in its description text. I dont see, why anybody should spam URLs inside of the IP tab - it's not like a browser window will suddenly open up, when someone tries to connect to such "faked" servers. But on the other hand, spammers arn't the brightest candle on the cake ... Is the Steam Master Server a part of the "Steamworks Integration"? Or how ist this Steam backend called? I'm not really familiar with their backend tools How ist the current nosteam / GoG version getting its server list? Does it also interact with the steam backend? Im not sure, if we are still talking about the same things. It looks like, there is quite some confusing of terms. I'm just requested to deploy the hostname, not a complete URL If the self-reported hostname doesn't resolve to the corresponding IP of the gameserver, simply screw it. Thats as easy as I can imagine it
  2. Sounds good. I really appreciate that. Generally speaking, with no intention of insulting you: Zomboid is not very demanding in terms of bandwith. You simply don't need an 1Gbit upstream to maintain 32 players. In my area, residential internet connection has an upstream of 50 Mbit (6250 kB/s). According to you, PZ needs a bandwith of about 50kbit rounded up (6.25 kB/s). Theoretically I should be able to maintain 1000 players. Practically this number is somewhat lower. So in reverse, one does not simply need to throw out money to rent a server, provided you have the appropriate hardware at home. The crux here is, that residential internet always comes with dynamic IPs. Not only here, but also in the rest of the world. Not because ISPs doesn't want us to host stuff, but because the lack of public ipv4 addresses available to ISPs. (IPv4 pools are depleted) Then there is you, telling me to get an static IP instead. So you're telling me in a roundabout way to either pay money to rent a server or pay money to rent a VPS so the players on my server doesn't have to manually adjust their favourite bookmark. From my point of view this just sounds like an excuse to avoid (the hassle) of implementing hostname support "just because some odd people" reqesting this. I am not the only one who is affected by this. Theoratically every customer of you, who has an internet access with dynamic IP is affected. I am just one of the few who have taken the trouble to point the finger at this topic
  3. I have to kindly disagree to this, these individuals requested it way before me: These are just my 2 grains of salt here, but in the past there were quite some issues indirectly arising from not being able to supply a hostname via server browser: [...]
  4. Murphys Law is strong with this one. Not because they "can", but because they "must" Would be, if the gameserver reports his hostname (which has to be entered in config file) to the masterserver (the one, who hosts the game server list for the clients). So the masterserver can distribute the hostname to the game clients instead of the IP. Problem solved. I've hosted quite some games in the past decade on my homeserver. PZ is the only one I know, which can't or "would not like to" handle hostnames. Will come with a hefty increase in subscription costs. That's not a real solution for private server hosting. I am not even sure if there is an ISP in this country that leases a fixed IP to private individuals. Fixed IPs are usually part of business contracts
  5. Server-Side player profiles will be a workaround, but it won't fix the favourite menu issue (static IP vs. dynamic IP)
  6. I don't know the current situation of the recent IWBUMS release (due to deactivated MP). I'm referring to the latest stable 40.43 servertest.ini: server_browser_announced_ip=zombietempel.evils.in But serverbrowser on client side still shows up with IP: Players who save the server, will add the IP - which itself is subject to change - instead of the hostname. When IP changes, players will loose progress (if they don't rename the savegame) and they will also need to rebrowse the public server queue to find the current IP Expected result:
  7. There is an issue, when hosting a server via private ISP connection with dynamic IP range. When the IP changes, players will have to rename their local savegames. For a workaround, players will have to manually change the IP to the correct hostname of the server in the favourite bookmarks. Please change the behaviour of the server, so he announces the hostname first and falls back to IP address if no hostname was configured.
  8. Shouldn't this topic rather go into the Bug Report forum?
  9. Good point, never thought about the "old methods". But I can imagine, that the durability wouldn't be great compared to the metalworked ones. Also this would need to add "wicker" or "reed" to the game. Maybe one can substitute with or .
  10. I'd like to suggest to you: Gabions aka wire mehs walls Ingredients: Make use of and to create the wire mesh with the metalworking skill, , and Using to dig a trench for foundation Creating the foundation with , (?), and Adding the mesh to the foundation with (from ) and the use of Finally filling these with excess stones ( and ) from foraging (good way to get rid of them) Procedure: 1 - Shovel: Dig a small trench for a concrete foundation 2 - Bucket: Create a unit of concrete from sand out of sandbags (optional - finite resource?), cement bags and water 3 - Metalworking: Craft mesh units from wire and metal scrap 4 - Assemble: Pour concrete into trench, wait some hours till cured (optional), screw mesh unit onto concrete, add stones to wire mesh 5 - Profit! These walls could possibly be an alternative to the log walls in mid / late game Please like, share and discuss on these
  11. I suggested this Hotkey thing - with some bonus features - some years ago. Please take a look here: Or this dude here: I bet, there are more requests for this feature, scattered all around this board. I haven't found them yet. (Of course I haven't searched very well, yet) This said: Maybe you should modify the thread title, so your request can be identified - without having to take a look into your post. €dit: Found some more: So this is a thing, devs should consider implement in base game IMHO
  12. True dat. But it is an feature I'd like to see in the base game. For my understanding it could be a basic feature - because, why not? This idea came to my mind, after hauling a load of logs back to my base. There was a mess on the lawn all around my base with cluttered stacks of logs. Maybe this scenery was just tickling my OCD, but a high capacity storage would be nice. You can mod this, but with this argument, developers could stop development right now. Because the community could finish the game - simply by creating mods.
  13. Please add specialized containers with enhanced capacity. Example: A craftable wood stack. This container only accepts "Logs, boards or sticks / twigs" as input. But you can store up to 900 weight units instead of the usual 50
  14. Just found this suggestion via search. +1 to the statement above, but also for the transfer all button.
×
×
  • Create New...