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Jab

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Posts posted by Jab

  1. If you cannot take care of real problems within your community, and let things linger, talk out of both sides of your mouth, and cannot take constructive criticism and concerns about the community as a whole, then I have no reason to continue supporting your project freely. I feel no obligation to thank, and I do not feel that people should thank me for my work. This has been a requested feature for your game, and I have done what I can to follow the rules set for this community, and still I feel like my throat has been slit, in light of my server being black-listed.

     

    Do me a favor: take 10 minutes of your time to link your ModelManager to your LuaManager, and move on. Your community needs this feature. I have repeatedly stated throughout the history of ModelLoader that I would be glad if this were to be implemented, not even attributed.  Please do a favor and stop thinking about ModelLoader as my pride and joy. This was a quick fix to an issue, that I am surprised has not been taken care of. 

     

    If you are surprised that I am acting this way, it is because I simply can't be silent about it anymore. I've been very patient with the situation. Stop PMing my players in private, and stop PMing me about your feelings. 

     

    I asked to take care of this situation in private, and all I got were vague responses, and a very obfuscated attitude towards my work. My server is my work. I will stand by the decisions of my administrators, as they have supported me everyday. I have cheered them on, telling them that they deserve to choose their communities. I've had plenty of people disagree with me, and I've had people disagree with my work. I wrote mods like SledgeHammer to support people who disagree with me enough to write their own solutions.

     

    I'm doing what's best for the interest of the people who have supported me, and have given me a reason to continue working in and around this community.

     

    I'm shocked at the lack of support and respect for my community.

     

     

  2. Honestly, I'll put it like this:
     

    I don't really want to take care of this mod. It was something of an experiment, and to help a couple friends who wanted to mod their models in it. It comes to me as no suprise how rudely I've been treated for voicing my opinions here. The messages I received today are of no concern to me. They only tell me the truth here. I don't care how you paint the picture. You took my hard work and threw it to the wall over personal issues that lie both internally, and business-wise. Feel free to do with what your plans are with this product, but I will tell you this: The community will always be the most important thing, and the most fragile balance to achieve. This is what's important. I put this here simply to prove this point. 

     

    If you can put this into your game within an hour, which i think is more like 10 minutes to be honest, please do. I really don't see this mod as a bargaining chip for some lame excuse to be a part of the game's path forward-going. 

     

    Please put this into the game in your own way, without my credit. I don't want credit for this mod. It's literally an appendage to your own API.

     

    Please put this into the game in your own way, so people will not have to go through absurd means to using it. 

     

    Thanks.

  3. Does the server work if you try to run it outside of the game? If you are using Steam, go to your library tab, go to tools, and download Project Zomboid Dedicated Server. Run the 'StartServer64.bat' file. If you get any errors or crashes, you can right-click the console, click select all, and hit enter (copy). Paste this into a spoiler tag here. This will show the problem you are having.

  4. With the fixes out for the current version of Sledgehammer, I'm going to be spending the next few days building exclusive content & plug-ins for Sledgehammer's official server, Terminus. 

     

    In the meantime though, expect an update from Discord-bot. I've noticed there are some issues with executing commands, and have looked into them. I have some issues with multi-line commands (Such as !z players, and !z help), and have made it so that multiple lines will be chunked in 2000 characters (or less), instead of one message per-line. 

     

    The Player object-wrapper for the Sledgehammer API will be re-organized so that the core grabs players from a list, rather than creating objects on the fly. This will speed up Sledgehammer, although this won't make too much of a difference.

  5.  

    Updated to 2.05_04.

     

    V2.05_04:

    - Fixed the teleport command.

    - Fixed the addxp command.

     

    V2.05_03:

    - Started implementing PlayerManager.

    - Added Sledgehammer shutdown call when Co-Op disconnects.

    - Migrated Player search API to the PlayerManager class.

    - Changed Player search methods to use the context "IsoPlayer' in method names, for future Player methods.

    - Removed the NPC class from the source. (This does not affect the Behavior / Action API. This allows sensitive code to be used in the NPC class.

    - Added nick-name support to more of the Player API.

    - Added a ScriptEvent object, allowing plug-ins to hook into Lua events.

    - Added a LuaListener class that outlines how to interpret ScriptEvents.

    - Fixed a vanilla crash from an ArrayIndexOutOfBoundsException, when looking up cell information on an invalid or nonexistent chunk.

    Cleaned up console on startup. (This does not include Steam mod prints)

    - Vanilla optimizations to consume less cpu time when the server is empty.

    - Added PeriodicMessage class, that will allow plug-ins to push periodic messages to players. This is planned in a future version.

     

    There was an issue wth the Discord MessageDispatcher not sleeping properly, consuming way more CPU than it would ever need to. This has been fixed.

     

    In the next versions, I plan on maturing the Player wrapper API, and modifying the chat system in-game.

     

    I also will focus more on the staff system, finalizing the permissions implementation I wrote for the permissions API, and Staff / Moderation tools. This is now a priority.

  6. I've spent a bit of time this weekend, optimizing various bits of both SledgeHammer code, and vanilla. The Discord-bot was using way more CPU than it ever needed to, with a calculation glitch on thread sleep time. The console has also been cleaned up a bit (Both SledgeHammer & Vanilla.) A 'ScriptEvent' is now listenable as a Event in the EventListener, which forwards Lua events you'd normally hook into when writing Lua mods. I figured this would be very useful in time. 

     

    There are also a few issues with player-related commands, since the nick-name system has been implemented. I'll be looking into getting more of those fixes before the next version.

     

    I'll look to push these updates tonight, too.

  7. On 7/2/2016 at 7:42 AM, {\/\/} King {\/\/} said:

    And hey, if any of my games ever amount to diddly squat i'll try to look you up and see if you want a spot on a team :P

     

    I'm between jobs right now actually. haha :)

     

    Looking forward to the new animations + ORGM models + etc. I may even kick up the old Blender code to see if I can still import animations into the game.

  8. 5 hours ago, commando110 said:

    Just a heads up and hoping that this will be possibly bypassed soon. If I try to use the Model Loader on the Coop version of Project Zomboid, my player list will always show up blank. The models show up but it makes it kind of pointless if I can't invite people to the game. Any fix or assistance would be appreciated.

     

    Don't use the extension if you are using it. If you aren't, try to locate any errors in the console, and try to fetch it and send it my way.

  9. 9 hours ago, curi0 said:

    I seems to work fine on 34.28 (haven't encounter stutter so far) , although I hadn't test it long enough, because it produced lots of repeated errors:

     

    
    -----------------------------------------
    STACK TRACE
    -----------------------------------------
    Callframe at: se.krka.kahlua.integration.expose.MultiLuaJavaInvoker@2b321921
    function: null -- file: MusicChoices.lua line # 85
    function: trigger -- file: SadisticMusicDirector.lua line # 81
    function: tick -- file: SadisticMusicDirector.lua line # 11
    function: tick -- file: SadisticAIDirector.lua line # 42
    function: update -- file: SadisticAIDirector.lua line # 270
    function: run -- file: SadisticAIDirector.lua line # 313
    Caused by: java.lang.IllegalArgumentException: n must be positive
    	at zombie.core.RandomXS128.nextLong(RandomXS128.java:158)
    	at zombie.core.RandomXS128.nextInt(RandomXS128.java:139)
    	at zombie.core.Rand.Next(Rand.java:29)
    	at zombie.Lua.LuaManager$GlobalObject.ZombRand(LuaManager.java:3240)
    	... 21 more

     

     

     

    Yeah this mod is out of date. I'll need to update.

  10. Updated to 2.05_02.

     

    V2.05_02:

    - Various bug fixes.

    - Added wild-card functionality to player names.

    - Fixed scoreboard (Players menu) not updating properly on login.

    - Updated SledgeHammerExtension Lua mod to fix the admin buttons on the players menu.

    - Added another PRNG, replacing the uncommons math PRNG, removing some time between update ticks.

     

    V2.05_01:

    - Various bug fixes.

    - Added player nickname support for plug-ins (Factions uses this).

     

     

    the /pm [username] [message] command now uses wildcard names, and sends it to the first matchable playername. The message no longer needs quotation marks, too.

    E.G: /pm Ja hey man, nice shot.

    If i was the only one on the server with "JA" in my name, Sledgehammer would send it to me. Be careful though, this is a wildcard search, and more characters should be used to reduce sending the message t another player. Wildcard searches only occur if the name given isn't exactly the name of the player being P.M.'d. 

     

    I'm considering moving up the task of re-coding the chat-box GUI on my to-do-list. The chat system given in-game is very awkward, and there are several features in Sledgehammer that would work better with a better GUI.

     

  11. Updated to V2.05.

     

    V2.05:

    - Fixed various small bugs.

    - Fixed 'getSettings()' nullpointerexception

    - NPC's Behavior & Action API is more mature, but still needs some more framework development to become solid.

    - Discord-bot's '!z <command>' component did not respond when used. This is now fixed.

    - Players now show modified names.

    - Factions now uses Local chat & Player list.

    - Workshop extension updated.

     

    I know about the menu being bugged for banning people. I'll be looking into modifying it to support the new commands. I'd also like a confirmation dialog-box to go with them. This may also give room for faction command-buttons, too.

  12. Updated to 2.04.

     

    V2.04_01:

    - Fixed NPC spawner infinite loop.

    - Organized Manager classes. 

    - Moved Manager classes into sledgehammer.managers package.

    - Documented SledgeHammer.java & manager classes.

    - Updated Factions & Discord plug-ins due to API changes in the core.

     

     

    I'll get to updating the OP / post under OP later today, explaining each plug-in, and giving their version lists.

  13. 15 hours ago, Sky_Orc_Mm said:

    Thanks Jab

     

    Can you achieve "A server" players read the "B server" chat message?

     

    Just like ingame Cross-servers chat.

     

    It is possible, if you write a module that connects the two in some fashion. I did think a bit about cross-server or multi-world server support.

  14. 3 hours ago, Sky_Orc_Mm said:

    How do I get InviteURL?

     

    discord-bot.ini

    
    [GENERAL]
    Debug=true
    
    ; Stored after first login. Remove this to log in with email and password.
    Token=MTksdyNjAyMDMzM457jg5ODsqwq12IyMjA5.CkLOHw.iLKMOD7TDww12fMRLmFw7 #(example)
    
    ; Used to invite the bot to a server. Generated on successful log-in with token.
    InviteURL=https://discord.gg/014hOeT9tmX29COeT
    
    
    [SERVER]
    ; The public channel on the server to broadcast.
    PublicChannel=pz
    
    ; The private channel for moderators to view commands, events, warnings, errors, etc.
    ModeratorChannel=test

    Is this the right?

     

    https://discordapp.com/oauth2/authorize?client_id=<APPLICATION_ID_HERE>&scope=bot&permissions=0

     

  15. Updated to 2.04

     

    - Various bug fixes

    - Added 'unregister(...)' methods. This fixed a certain bug with duplicate event handles. 

    - Added Discord-Bot module.

     

    I'll need to sit down and write documentation, instructions, etc.

     

    The discord-bot requires someone to go to discordapp.com and create an Application, with a bot. You take the bot's generated token, put it in the discord-bot.ini (after running the server once, generating the ini), then add the application to your server. Then set the public (global) channel, and then the private moderated channel. The permissions, roles, etc is up to the user after that point. 

     

    The Sledgehammer support channel is here: https://discord.gg/013Fu5xFGsgyBrFSe

  16. 3 minutes ago, Madruga said:

    Just found out that I was being stupid enough to not include the SledgeHammerExtension item number in the server's config file. Timestamps are now working as expected!

     

    Permissions...well.... this is the last console log:

     

      Hide contents

    64-bit java detected
    pzexe: about to run java hack to locate libjvm.so...
    pzexe: executing "java -classpath pzexe.jar -Djava.library.path=. zombie.pzexe"
    pzexe.java: loading shared library "pzexe_jni64"
    JVM=/home/oitis61/serverfiles/jre64/lib/amd64/server/libjvm.so
    pzexe config file: /home/oitis61/serverfiles/ProjectZomboid64.json
    pzexe: mainClass: zombie/network/GameServer
    pzexe: classpath: -Djava.class.path=java/:java/jinput.jar:java/lwjgl.jar:java/lwjgl_util.jar:java/sqlite-jdbc-3.8.10.1.jar:java/uncommons-maths-1.2.3.jar
    pzexe: vmArg (json) 1: -Xms7168m
    pzexe: vmArg (json) 2: -Xmx7168m
    pzexe: vmArg (json) 3: -Dzomboid.steam=1
    pzexe: vmArg (json) 4: -Dzomboid.znetlog=1
    pzexe: vmArg (json) 5: -Djava.library.path=linux64/:natives/
    pzexe: vmArg (json) 6: -XX:-UseSplitVerifier
    pzexe: vmArg (json) 7: -Djava.security.egd=file:/dev/urandom
    pzexe: using jvm "/home/oitis61/serverfiles/jre64/lib/amd64/server/libjvm.so"
    SVN REVISION 964
    versionNumber=34.28 demo=false
    server name is "servertest"
    Loading networking libraries...
    Loading steam_api...
    Loading RakNet64...
    Loading ZNetJNI64...
    znet: ZNet loaded
    znet: Compiled with SERVER_STEAMAPI == 0
    znet: Starting with bServer == true
    znet: SteamAPI initialised successfully
    SteamUtils initialised successfully
    reading /home/oitis61/Zomboid/Server/servertest.ini
    writing /home/oitis61/Zomboid/Server/servertest.ini
    znet: Java_zombie_core_znet_SteamGameServer_Init
    [S_API FAIL] SteamAPI_Init() failed; SteamAPI_IsSteamRunning() failed.
    Setting breakpad minidump AppID = 108600
    znet: SteamGameServer seems to be initialized
    znet: Java_zombie_core_znet_SteamGameServer_SetProduct
    znet: Java_zombie_core_znet_SteamGameServer_SetGameDescription
    znet: Java_zombie_core_znet_SteamGameServer_SetModDir
    znet: Java_zombie_core_znet_SteamGameServer_SetDedicatedServer
    znet: Java_zombie_core_znet_SteamGameServer_SetMaxPlayerCount
    znet: Java_zombie_core_znet_SteamGameServer_SetServerName 'Servidor do Madruga'
    znet: Java_zombie_core_znet_SteamGameServer_SetMapName 'Muldraugh, KY'
    znet: Java_zombie_core_znet_SteamGameServer_SetGameTags 'hidden'
    znet: Java_zombie_core_znet_SteamGameServer_SetKeyValue key='description' value='Servidor brasileiro de Project Zomboid.'
    znet: Java_zombie_core_znet_SteamGameServer_SetKeyValue key='version' value='34.28'
    znet: Java_zombie_core_znet_SteamGameServer_SetKeyValue key='open' value='1'
    znet: Java_zombie_core_znet_SteamGameServer_SetKeyValue key='public' value='0'
    znet: Java_zombie_core_znet_SteamWorkshop_n_1Init
    znet: Java_zombie_core_znet_SteamGameServer_LogOnAnonymous
    znet: Java_zombie_core_znet_SteamGameServer_EnableHeartBeats
    Waiting for response from Steam servers
    znet: OnSteamServersConnected
    znet: Public IP: 179.218.56.157
    Workshop: GetItemState()=Installed ID=684018943
    Workshop: item state CheckItemState -> Ready ID=684018943
    Workshop: GetItemState()=Installed ID=644422089
    Workshop: item state CheckItemState -> Ready ID=644422089
    znet: Java_zombie_core_znet_SteamWorkshop_n_1GetItemInstallFolder
    Workshop: 684018943 installed to /home/oitis61/serverfiles/steamapps/workshop/content/108600/684018943
    znet: Java_zombie_core_znet_SteamWorkshop_n_1GetItemInstallTimeStamp
    znet: Java_zombie_core_znet_SteamWorkshop_n_1GetItemInstallFolder
    Workshop: 644422089 installed to /home/oitis61/serverfiles/steamapps/workshop/content/108600/644422089
    znet: Java_zombie_core_znet_SteamWorkshop_n_1GetItemInstallTimeStamp
    user database "/home/oitis61/Zomboid/db/servertest.db"
    Initialising Server Systems...
    MOD: loading TerminusAdminTools
    MOD: loading SledgeHammerExtension
    translator: language is EN
    WARNING: module "farming" may have forgot to import module Base
    require("timedactionshelper") failed
    require("NPCs/SadisticAIDirector/SadisticAIDirector") failed
    new event system
    require("TrapSystem") failed
    Loading world...
    tiledef: loading media/tiledefinitions.tiles
    tiledef: loading media/newtiledefinitions.tiles
    tiledef: loading media/tiledefinitions_erosion.tiles
    tiledef: loading media/tiledefinitions_apcom.tiles
    erosion: reading /home/oitis61/Zomboid/Saves/Multiplayer/servertest/erosion.ini
    ALARMS: 73/1008 buildings have alarms
    MAX #ZONES is 7
    reanimate: loaded 0 zombies
    Initialising RakNet...
    znet: Java_zombie_core_raknet_RakNetPeerInterface_Init
    znet: Java_zombie_core_raknet_RakNetPeerInterface_SetMaximumIncomingConnections
    znet: Java_zombie_core_raknet_RakNetPeerInterface_SetServerPort
    znet: Java_zombie_core_raknet_RakNetPeerInterface_SetIncomingPassword
    znet: Java_zombie_core_raknet_RakNetPeerInterface_SetOccasionalPing
    znet: Java_zombie_core_raknet_RakNetPeerInterface_Startup
    znet: Zomboid Steam Server started, ports 8766 and 16261 must be open on the router
    znet: OnRakPeerStartup
    znet: RakNet-through-Steam mode activated
    RakNet.Startup() return code: 0 (0 means success)
    SledgeHammer: Loading settings..
    Exception in thread "main" java.lang.UnsupportedClassVersionError: sledgehammer/modules/PermissionsCommandHandler : Unsupported major.minor version 52.0
        at java.lang.ClassLoader.defineClass1(Native Method)
        at java.lang.ClassLoader.defineClass(ClassLoader.java:800)
        at java.security.SecureClassLoader.defineClass(SecureClassLoader.java:142)
        at java.net.URLClassLoader.defineClass(URLClassLoader.java:449)
        at java.net.URLClassLoader.access$100(URLClassLoader.java:71)
        at java.net.URLClassLoader$1.run(URLClassLoader.java:361)
        at java.net.URLClassLoader$1.run(URLClassLoader.java:355)
        at java.security.AccessController.doPrivileged(Native Method)
        at java.net.URLClassLoader.findClass(URLClassLoader.java:354)
        at java.lang.ClassLoader.loadClass(ClassLoader.java:425)
        at java.lang.ClassLoader.loadClass(ClassLoader.java:358)
        at sledgehammer.ModuleManager.loadPlugin(ModuleManager.java:328)
        at sledgehammer.ModuleManager.loadModules(ModuleManager.java:103)
        at sledgehammer.ModuleManager.start(ModuleManager.java:133)
        at sledgehammer.SledgeHammer.init(SledgeHammer.java:105)
        at zombie.network.GameServer.startServer(GameServer.java:1067)
        at zombie.network.GameServer.main(GameServer.java:674)

     

     

     

    I may have compiled it in JDK 8 by accident. Uploading fix...

  17. 6 hours ago, Madruga said:

    This last update seemed to fix the faction bug I had with "common" players. Still getting the same errors with the permissions plugin and server time stamps. Is it possible to release a jdk7 compilation for testing purposes?

     

    The compilations should be in JDK7. The game is compiled with JDK7. Strange, though, that permissions and timestamps are an issue. Factions now runs commands if no permissions interface is present. I'm still not sure why timestamps is not working for you.

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