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RedAegis

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Everything posted by RedAegis

  1. Thank you EasyPickins. You are a legend man.
  2. Could you elaborate? I'm completely lost XD Find a map already made with the custom ones integrated. Are they around the forums? I may have missed it, but I've been lurking quite a lot and haven't come across it. If you don't mind, any assistance (links to the said thread) or files of it would be much appreciated. Unfortunately I can't give you links. But the best direction I can send you in is to a YouTuber named ManBearPigGaming who does lots of PZs lps with custom map integration and he usually responds to comments. Sorry but I can't help you farther than that. He is on the forms as ManBearPig87. My mistake. Any possible way you can get me more information? He's the same guy I contacted on Youtube and I've already commented on his video asking for help. Waiting on his response, but really... There must be some form of documentation on this. If not, someone else must know how to do this. I simply want to try a integrated map with Vanilla + Bedford + Dreadwood + TWD Prison (More is better, but those will suffice) Download the maps In each zip you downloaded you will see a folder with xx_xx.lotheader files, lot's of them. You will also see a folder that is labeled to the name of the map. Navigate to: C:\Program Files (x86)\Steam\SteamApps\common\ProjectZomboid\media\maps You will see a few folders in here: challengemaps Muldraugh, KY West Point, KY You want to take ALL of the .lotheader/.lot files from all the mods and put them in "Muldraugh, KY" folder. This is overwriting the squares where they overlay on the pz map. Then you want to take the folders labeled "New Denver, BC" "Bedford Falls, KY" etc and put them in the folder holding the folders called Muldraugh and West Point so it will look like this now in the \maps folder: Bedford Falls, KY challengemaps Muldraugh, KY New Denver, KY West Point, KY So now you have all these areas installed, you can load up the game and see how it goes. All spawnpoint, zoning, and map description/info is in it's respective folders. Only the Muldraugh folder can hold the .lotheader/.lot files.
  3. Step 1. Open Steam Step 2. Right click Project Zomboid in your library Step 3. Go to Betas tab and type into the code box: hailkingspiffo Step 4. Get the ok text below box, then use drop down menu above the code box to select the one that says "31.12" in it Step 5. Re-open Steam to make sure the game updates to this version. Step 6. Open game and join server.
  4. Damnit, Red! :s Haha Thanks Zeek... It's true, I changed an option and it put a secret character into the option. Not sure how to report it effectively but have learned my lesson Sorry for freezing you guys up!
  5. It is normal. Only thing a wipe doesn't touch is your character. Everything else gets completely reset.
  6. Pfft. His group is weak. They barely wander from Mul and have no power in west point. And still you offer a trial to people who want to join your group, like it's some privilege? Heh. You want respect, Tobias? Bring your Arse to west point. A petty admin may have banned Suede because someone called me a n***er and I got upset and angry, but I'll always be there to fight you, Tobias. Just with a different name. Suede the forums is not the place to discuss this. If you have a problem or issue please join our teamspeak and talk to the admins directly.
  7. Or those cap with the to cans and straw... Yea, the ability to mod a hat with a cup holster and a straw so you can automatically drink whatever you put in it Like the beer hats. That would be pretty kentucky-ish too wouldnt it? I like this! Would you guys care if it was a mod? Might be possible to do with a bit of tweaking. I am a fan of not having to carry water bottles because they are sorta heavy. Would love to just wear a hat, carry 6 sodas, and be able to right click the hat in inventory and use something like "Put Can In...." UI command to put the soda pops in. Still think it should be drank automatically when it is used in this fashion.
  8. Jab had mentioned updating his scripts (the ones that remove all corpses and extinguish fires) Although he said he wanted to wait for a stable update since we are updating at such an extreme rate. I will see if he might incorporate your suggestion as well. I agree that it is needed and will be sure to ask him.
  9. You are correct, but other things can apply spiking to the server, like scrolling through the server console or attempting multiple commands as an admin (our tools do this) but not enough lag to really worry. I think most of our spiking as of the last few days is due to the server not behaving normally because of these invisible players. I went ahead and upped some more info to the bug report Kirrus. (Not much more info then previously said, but better than nothing) http://theindiestone.com/forums/index.php/tracker/issue-1520-multiplayer-invisible-players/?gopid=4464#entry4464
  10. We will let you know when we report the issue, we do not think it is a hack due to the fact that admins and donators are also being turned "invisible" Keep in mind, when things are "invisible" it's very hard to report it. We are keeping track of everything that is going on including who's been shot and from where and we are noticing patterns between what is happening. But we honestly don't think it's something is going to be quickly evaluated since it's happening unpredictably and impossible to recreate at this point in time. I have been coming on very often to teleport around to players and kick them when they are invisible, but the issue is that person might be visible to some people but not me or you. So, again, the bug is very hard to pin and track or even properly report. If you have any info on this please let us know as we would love to file a proper report to get it fixed asap.
  11. I did post on it as well. Again I am sorry if it seems hostile - it's more a reference post for others to read and understand as well. If you feel I have attacked you in the post then please let me know. I do not wish to offend you
  12. I think it will work, I will have to test it today - it seems like the pushing animation does either 0% or a float that end up rounding down to < 1% of damage. Not sure how much durability a window has, but Zeds can sit there and bang their heads on it awhile before it breaks so I would say enough for you to knock on it the same way I mentioned above.
  13. Just tested this. Spawned zombies inside the gun store, went outside and used *no weapon* melee attack on the door, once was enough to get 4/5 zombies onto the door banging on it. I also tested how many time you can hit the door before it breaks when you have no weapon. It's larger than 155 times. So knock away It should work, but the sound is the effect of a melee attack, so expect others to think you are attacking them if you play multiplayer.
  14. What seems to be happening is your WorldEd is not loading the thumbnails properly. or WorldEd is not finding your TMX files after the "Finished" window pops up after you click "Ok" on the Bmp to Tmx option. My suggestion is to make sure you have a folder just for your tmx files. ---- For my maps its setup like this: /PzMods/maps/mymap/map.png /PzMods/maps/mymap/map_veg.png /PzMods/maps/mymap/map_zambies.png /PzMods/maps/mymap/tmx/*.tmx files /PzMods/maps/mymap/lot/*.lot files in each of the folders you should see a ".pzeditor" folder. Open this folder wherever you generated the TMX files to and it should show something like: mapname_0_1.png mapname_0_1.dat (These are your thumbnail data, also what WorldEd uses to overlay your "worldMap" and uses the TMX files to populate the cells you look into, which is all that grey you see now) If all that fails, Open your mapname.pzw, which is generated by worldEd when you save. Find this line: <cell x="0" y="0" map="folder/mapname_0_0.tmx"/>make sure the folder is the "tmx" folder I mentioned, and that folder has the .pzeditor folder within it. In the code you might just see "map=mapname_0_0.tmx" this means you don't have a folder below the pzw file. Which you may have to do to keep it all organized and bug free. Again just look at how I structure my mod folder and you should be golden. Let me know how this all suits you.
  15. Veteran + Fast Learner = 20 min to get Lvl 10 aiming
  16. May I ask if you pressed "Ok" after going to the "BMP to TMX" option? Apply only sets the folders up to be written into.
  17. With the addition of "ConstuctionStopsLootRespawn" (EasyPickins, great thanks!) We have noticed a new problem. Because they can now construct and not affect the loot spawn, they stay nearby (like a building away from the police station, etc) From my knowledge this will stop/reset the timer for the loot respawn in the whole zone because a portion of it is seen. ------------------------------- My suggestion: Add another server option: "SeenChunkStopsLootRespawn" or Make a more intuitive option that allows the timer to tick at half rate when the zone is currently being seen, instead of resetting the time or stopping it. ex. Loot respawn set to 6 hours. If players are inside the zone and its been free of players for 5 hours, it will then take 2 hours more (instead of 1) to spawn loot, then if the zone stays seen and the respawn time starts over, it will start counting to 12 hours, instead of 6. But if the player leaves the zone it will go back to 6 hours. ------------------------------- This would work because the player could sit there for 6 hours and get nothing. Then leave, once the zone is unseen it will half the amount of time. So the time would then be 3 hours instead of 6. Then it would only take 3 more hours for the default loot spawn value to spawn more loot. But if the player stays in the zone the rest of the time it will take 6 more hours instead of 3 hours. This encourages players not to camp, or they slow their loot spawn a lot. If they do decide to camp the location, others will surely clear them out. With 34 players this is an issue for places like Gigamart and Pharmahug as well as the Hardware store which are essential loot spawn areas. We intend to up our server cap as well so it will only cascade the problem. Setting the loot respawn lower will make less used places spawn too much loot. Just a suggestion as a balance for multiplayer. Edit: This can also apply to zombie spawns. Instead of having a timer that resets make it count down and if it hits 0 and it's time to respawn zombie... pause it till the chunk has been unloaded by all players, then add the zombies, timer resets.
  18. I hope it becomes intentional, It would be amazing not having to make all our members re-download all those .lot files everytime I make changes to the veg map or otherwise. The functionality behind streaming the data is great. Saves bandwidth and allows the user to feel more inclined about playing the map as it's coming straight from the server and not in a zip with loads of instructions/ updates/ and errors. Please consider it
  19. As I had stated - overwriting the *.lot files in the [/media/maps/Muldraugh, Ky] and starting your server, will allow all players to connect with a vanilla client and stream the changed map pieces. (I can turn on any of my custom map servers and show you just by giving the IP and port, no download, no mods required.) Thinking more into it, this is what I believe is going on: In server.ini we have the Lot= option which is defaulted to the Muldraugh folder. I have to change this to load it from a different folder (standalone) When the player tries to connect to server, the server tells the client to load the .lot folder that it loaded for the map, thus creating the unknown error and kicking the user (actually it crashes the game) Now when MY server's .lot files are changed but are still in the Muldraugh, KY folder, the server uses that folder which has the modified .lot files. The client connecting can connect just fine because they load the Muldraugh folder on their end, but when they enter the map it streams them my custom map. Is there any reason I can run a server by overwriting the Muldraugh. Ky .lot files but not by loading it from it's own folder? Either way my maps work fine, I just really wanted to have them stand alone to stop my aforementioned reasons (Zombies spawning off the custom map, cells being loaded that the custom map doesn't include, zones I don't want, etc)
  20. Will doing that method require others to have the mod as well? Overwriting (/media/maps/Muldraugh, Ky/*.lot) and Having the map luas in its own folder allow the server to stream the map to the players without them downloading it as a mod. (So my map works 100% this way, zones, spawns, and everyone can connect and see/interact with it) But, Won't setting the "MOD=" option in the server.ini require all connecting players to have said mods/maps to join? (This is an issue I wish to avoid)
  21. A few server owners have done this (It works wonders on pausing zombies) Zeek's Haven has been doing this for a week or 2 now and the results are great! A lot less RAM needed as well. (On SSD we were seeing upwards of 10gb of RAM being used (34 players). With RAM disk, it halved it.) No more slowdowns after 2 hours of uptime either. [RAM Disk] is recommended! Not to mention that using it will extend the life of your hard dive.
  22. I can clearly get a map working (if I replace parts of the default map with my own) and can host any number of players on said map without any downloading from the client (except at runtime) My issue is I want the same exact thing to happen but without overwritting the default map with the custom map I have made. Why?: -Don't want the server or clients to have to load 3 times more than my map is large -Don't want clients moving off custom map into the default world -Don't want to have to replace/eject every unused zone on the default map where my new map is situated. -Don't want to replace said areas with water (this will take ages) -Don't want to have to adjust the already made zombie map when I already have a zombie map made for this particular map. -Don't want zombies in places people will never go (zombie... overspawn) I do want: A way for the server to pull ANY lot files from a custom folder that has its own files (objects, spawn, etc) and be able to project that to the clients. That way us map builders don't have to do extra credit work trying to overwrite stuff and messing with already completed LUAs (like muldraugh's objects.lau - hasn't been too fun) I have completely made the map work in multiplayer. The issue is getting it to load by itself, from its own folder using it's own lot files. Instead of using Muldraugh folder, which is particularly useless when doing something like an island map. It might just be the fact that my top cell is (0,0) weren't there issues with the (0,0) (0,1) (1,0) (..,..) cells?
  23. Is there anyway to make a standalone maps and have them work in multiplayer? I am able to make a 10 x 10 cell map. Give it it's own folder, */media/maps/mymap and fill it with it's own lot files, description files, objects, spawns, etc and play perfectly fine in singleplayer, everything works perfectly. When I setup the server and pick 'myname' as the "lots=" option in server.ini, the map loads, I'm able to spawn, but others get n "unknown" error. I transfer the map from its standalone state (which uses cell coords 1,1) to an offset of 26x26 on the Muldraugh map and everyone can spawn and play no problem. My issue with this is the fact that I have to either place a HUGE 10x10cell zone to stop some of the zones that are already placed (got a lot of random forage zones on my map now because of the 26x26 offset) Another issue is I either have to stop players from leaving my custom map by building over the water surrounding it and eventually making it back to the normal map of Muldraugh and West Point. Only way to stop this is to overwrite virtually all tiles on default PZ map to water. This map has barely any weapons, but if they could just build across the water and get to West Point for guns, come back and kill all the islanders, the server will die instantly. Also, would it not be ideal to let the server use standalone maps? This would be less overhead perhaps, it would also keep zombies from spawning in parts of muldraugh and west point that the player wont even be able to see, ever. Basically making this thread to ensure some things before I continue this map. One of the errors from a client trying to join the standalone version:
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