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RichCoconut

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  1. Like
    RichCoconut reacted to Dom2 in Is there a server where food and items do not spawn everyday?   
    merge it into general discussion maybe?
    I am done looking for a server cuz its not there . I at least want to see one person who thinks the same way.
  2. Like
    RichCoconut reacted to syfy in Is there a server where food and items do not spawn everyday?   
    well, the amount of food found can depend on a few things such as number of players, number of players in that region, how long the server has been up or how long since last soft reset, mods such as Hydrocraft that add more food items....
     
    i have a server you could try, The Treehouse server, it runs the Hydrocraft mod and Extended building as well as New Denver, TWD prison and Bedford Falls maps.
     
    but i guarantee you will find plenty of food right now, we have been taking it easy on recruitment and have not had a lot of people looting lately. sometimes life's distractions prevents hype time.
     
     
    http://theindiestone.com/forums/index.php/topic/12240-treehouse-server-us-247-modded-rp-cooppvp-whitelisted/
  3. Like
    RichCoconut reacted to MaxMikester in Zombies with professions in life and the effect on loot   
    To make this clear, this is NOT talking about special, mutated zombies of any kind nor will it affect their behavior and stats. This would simply add more variation to zombie appearance and would affect loot drops and such depending on the variation.
     
    In the zombie apocalypse, not everyone is going to be at their homes in plain colored clothes when the outbreak spreads. People will be killed/turned at their workplace or while performing a specific service. These zombies had professions/jobs at the time of the zombie apocalypse. Once they turn, they will wear and hold (but not use) items that go with their profession or job and join the horde of the undead. As a result, looting a zombie of a certain profession has a chance to have certain items on them. I will show some examples of some "professional" zombies:
     
    Doctors, Nurses, Surgeons, and/or EMTs: Chance to have useful medical items such as disinfectant, bandages, or needles.
     
    Fireman: Chance to have axes and fire extinguishers
     
    Policemen:Chance to have a weapon (a bat, crowbar, pistol, shotgun, or ammo for said guns)
     
    Construction Worker: Chance for hammer,nails,screws,screwdriver,glue, and wood glue
     
    An issue of this would be how the clothes would drop. They would be wearing uniforms, not plain clothes. However maybe we can have uniforms act similar to basic clothes and act as cosmetic variations.
     
     
  4. Like
    RichCoconut reacted to Thuztor in Thuztors Mapping (Tutorial) Videos   
    Hi!
     
    Some of you know already, that I've made some mapping videos (some of them tutorials) of Project Zomboid. I thought, I have already a topic about this videos, but I was wrong.
     
    Oh, and a new tutorial about custom textures is uploading right now!
    It will be in the General Mapping Tutorial Playlist.
     
     
    So here are the playlists:
    Beginner Tutorials: https://www.youtube.com/playlist?list=PLP83OxbJU9-FOEXSdFYF4dUcnnsu53yey
     
    General Mapping Tutorials: https://www.youtube.com/playlist?list=PLP83OxbJU9-G3Pb23LgRz_NJsKZGPikE7
     
    Vacation Islands Mapping Season 1 | Golf Clubhouse: https://www.youtube.com/playlist?list=PLP83OxbJU9-HvB16MC2wmIdoFsryXsYeF
     
    I hope, that the videos could help you and that my pronunciation won't disturb you.
     
     
  5. Like
    RichCoconut reacted to Zeek in Zeek's Haven [24/7 US East|NY Server][PVP][CSpawns][24GB RAM][Weekly Soft Wipes][Monthly Hard Wipes]   
    We're looking for more admins for Zeek's Haven. If anyone is interested please contact me or RichCoconut.
     
    Requirements:
    - Familiarity with PZ servers commandlines and operations.
    - Maturity to have self control over abuse of powers and to handle sensitive situations appropriately.
    - Willingness to run or help run events and maintain balance.
    - Ability to leave personal issues or favoritism with other players outside of professional duties required to admin fairly to all players.
     
    Age Minimum 16, access to a microphone, and use of TeamSpeak.
  6. Like
    RichCoconut reacted to Batsphinx in NPC questions I want answered   
    This is an unauthorised use of a screenshot from a non-public branch of Project Zomboid.
    I'm hugely disappointed in this repeated leak of sensitive information, and the moderating team have been informed.
  7. Like
    RichCoconut reacted to Suomiboi in NPC questions I want answered   
    RoboMat, on 16 Sept 2013 - 7:23 PM, said:
    Here's a pic of the dragons in an older secret dragon branch that was bled by Robomat. I think he was later brainwashed and turned into a moderator because of this, but that's only my theory.
  8. Like
    RichCoconut reacted to nasKo in NPC questions I want answered   
    Considering there were people who believed TIS was bought out by Sony (for 2.5 billion, mind), I'm sure there will be some
  9. Like
    RichCoconut reacted to nasKo in NPC questions I want answered   
    I'll go and get the shovel
  10. Like
    RichCoconut reacted to nasKo in NPC questions I want answered   
    We'd have to burry you up to your neck somewhere in the woods if we were to tell you.
  11. Like
    RichCoconut reacted to nasKo in Mondoid Reposts   
    Welcome to a Mondoid precipitated by an exciting community event. On Wednesday a nice survivor called Nynuc dropped by with an offer. Post an update about NPCs, they asked, and then we would all see what was inside… the mystery box!

    Well, it was pretty clear what had to happen next. Stick with us, though, to not only find out what was in the Mystery Box, but also to read some cool Build 32 Molotov-related content and more! [Please also note the Mystery Box ruse, once used, can never be repeated].
     
    NPC PROGRESS UPDATE!
    “Now first of all: Mondoid news on NPCs does *not* mean they are imminent or soon. However! Here is a picture of the behaviour debugger doing its thing: poking into the brains of AI NPC brains.”

     
    “At this point in time most of the NPC survival behaviours are in. AI survivors can loot for food, barricade, will stockpile water, hang sheets as curtains, change dirty bandages, sew deep wounds, and all the stuff to keep them alive. I’m currently coding in specific looting targets based on items the characters want, say going specifically to Cortman Medical for medical gear.”
    “Their combat skillz ain’t too great, but since there is a big combat rewrite incoming with the new animations there is zero point in working on zombie (or npc -> npc/player) combat as it’ll all need rewriting once that goes in – and that will be released before NPCs, almost certainly. So at the moment I’m focusing on group interactions. Group interactions use an entirely different system built based on inspiration from Crusader Kings 2, and use xml driven event chains to describe story beats in kind of mini-plots that will be stitched together.”
    “Currently I’m writing an event chain for when a group walks toward an NPC safehouse. What happens if a patrolling guard spots you? What happens if a guard at a window sees you? What happens if you get spotted while trying to jimmy a window on the safehouse? What happens if you’re spotted inside the safehouse?”
    “Each of these events will lead to their own consequences, which are branching events based on the personalities of the people both in the safehouse, and the people approaching the safehouse. From a stand-off with shotguns to begging for help to deal with raiders – there will be all manner of outcomes based on numerous factors. The whole idea is to build whole metric ton of different branching possibilities for single events, so that they can play out in dramatically different ways. We’re going to have all these little ‘storylets ‘ that branch in numerous ways, and when pieced together we hope they’ll make for a Walking Dead story-like experience that’s different each time.”
    [Caveat: without actual game wide plot arcs, as considered and discussed and written by a team of writers, our results are unlikely to be as narratively sound and tight as a TV show story or purposefully written main quest game story. However, we hope for enough variation that it feels like a unique story each time.]
    “For more details on how behaviour trees work, look here. NOW WHAT’S IN THE BOX?”
    RADIO AND TV BROADCASTS UPDATE!
    TurboTuTone has the system in-game, with multiple broadcasts playing alongside each other to simulate the last days of civilization before everything slowly goes dead. There’s still a fair amount of writing to do after the decision to create more narrative content timeslots per day, but we’re really motoring with this one now. Turbo has also made it possible for WordZed to suck dialogue, speakers and general info straight out of a global excel file, so modding should prove relatively easy.

     
    THE MOLOTOV RETURNS!
    A primary part of Build 32’s crafting update will be some rudimentary offensive and defensive devices that can be thrown, or maybe have timers/sensors attached to them if your character has the relevant skills. Romain is still beavering away at the code, but was kind enough to create the following video demonstration!
    [NOTE: This is all very WIP, there's still no SFX and visuals need polish. The system is also currently using the ‘old’ PZ throw code. As such it looks a little bit odd at the moment with the new 3D characters. Please note that we'll be moving to more realistic physics once vehicles go into the game, and we will have more realistic throwing physics from that point too. Also, clearly this raises new issues when it comes to fire spread – so in MP we’ll add disable spread/spawn/crafting options into server options, while also perhaps playing around with just how flammable different tiles are. Concrete isn’t famous for its combustion properties, after all. Oh, and the Molotov probably shouldn't bounce either.]
     

    More fun and games with Build 32 development next week!
    It turned out there was an axe in the Mystery Box by the way, which was a relief as we’d been looking for one for DAYS.
     

    If you’d like delicately phrased Zomboid-shaped fun packages like this delivered to your inbox every Monday, why not subscribe to our newsletter?
  12. Like
    RichCoconut reacted to nasKo in Mondoid Reposts   
    Don’t be expecting much this week, survivors! This week is going to be one of those lazy ‘we’re getting on with it’ Mondoids. It’s Easter and there are eggs to be eaten! A few updates / bits of news though:

    Multiplayer Code
    As of late there have been increasing reports of unstable multiplayer, so we’re going to be looking into some multiplayer work, optimizations and changes that will hopefully improve the multiplayer experience of the game, decrease lag spikes and the such. There are some changes to the map loading stuff EasyP is trying out at the moment, and we’re hoping we’ll be able to stop the lag spikes on players joining the server. It’s a tough problem though, so its not clear if or when we’ll get this sorted.
     
    Since we want to make sure we can provide the best multiplayer we can going forward to 1.0, we are starting to consider we’d be best off finding someone with the specific experience we need to work on the net code up to release, to free the rest of us to focus on the gameplay and bugs still remaining. We would be very interested to speak to any experienced C++ game developers out there with experience in online multiplayer game coding, preferably with some experience with Steamworks, and replicating physics systems reliably over a network. Java experience preferred but not completely necessary. If anyone out there has these skills and would like to be involved with Project Zomboid, then please get in touch with us via info@theindiestone.com!
    Sorry to our community folks who are usually first in line for consideration, but we have a very specific skill set we’re looking for here so may have to look further afield this time.
     
     
    Build 32
    Work continues apace on the crafting update to the game. A few issues to resolve with the new animation system that is holding that back from further development at the moment (models and the hundreds of anims needing reexporting, which is quite time consuming, while we nail a few lingering problems with the core system) but we’re still hoping that will be able to make an appearance in build 32.
     
     
    Insomnia 54
    So for the last few days, CaptainBinky went along to the Multiplay Insomnia Festival with friend of Indie Stone Sir Twiggy, where they did a talk on stage about Project Zomboid. As well as this we got an opportunity to show off the game on the floor thanks to the amazing Team 17. So just a big thank you to all the Team 17 peoples who made it possible <3! Unfortunately since the impromptu author of this Mondoid wasn’t actually there himself I have little more to say than that, and will get the post-show gossip myself tonight, but early reports indicate it was all very GOOD, so hurray!
     
    That’s all folks, I guess!
     
    The title image is courtesy of Ayatuki – Newsletter be here
  13. Like
    RichCoconut reacted to Zeek in Server Admin ToolsV2   
    Releasing new version later tonight. It will have the teleports fixed and other various changes.
     
    -Awesomeness below!-
    All set! Have fun guys!
    AdminTools.zip
  14. Like
    RichCoconut reacted to Zeek in Server Admin ToolsV2   
    No, but it could with a lot of work... and a need to be constantly updated with each update.
  15. Like
    RichCoconut reacted to nasKo in Mondoid Reposts   
    Good Mondoid one and all. A fairly decent offering this week, spotlighting work that’s taking place on both the current and next build of the ongoing Project Zomboid saga.
    BUILD 32 INVENTORY PROLIFERATION
    Let’s go over to our French correspondent, Romain Dron, for an update on some of the new in-game items that will play a part in Build 32’s massive crafting update.
    “Well, today has been an exciting day in which I come across all the different new items that Mash has been giving life to. There’s over 70 new items right now, and some will be useful (as traps, for example), while others will just be there to give a little more life to the game’s environment.”
    “So to name a few: perfume bottle, dog leash, crayons, comic book, pinecone (can be used to light a fire), Washing Up Liquid, Mop (blood cleaning!) and alarm clock.” Look! Some balls!

    “I’ve currently created 30+ recipes that use these and existing items – so you’ll be able to take apart a CD player to salvage components, and likewise house alarms, that’ll let you include parts of these devices in your crafted triggers/bombs.”
    “A lot of this crafting will be exclusive to professions, so you shouldn’t expect to be able to craft a motion sensor if you’re not an electrician by trade, but that said we will look into realistic in-game ways to garner the more basic skills. You’d never be able to learn everything that a real electrician could though, in the same way that in Build 32 only engineers and repairmen will be able to fix up generators to the same high levels.”
    SPIFFOSPACE SERVER
    A quick nod to EnigmaGrey’s new SpiffoSpace Server, which is an official TIS server that we’re hosting for two very important reasons. Firstly we thought that we needed a friendly official server that new players could hang out on and learn the ropes. Secondly, it means that we can monitor what the game’s doing first-hand while EP is streamlining MP code and (as mentioned last week) we look for a MP coding genius who can ensure that we are a fully armed and operational battle station when we hit 1.0 later this year. Full details here on SpiffoSpace here! 
    WATCH AND LEARN
    Whoever said watching TV was a waste of time? As discussed previously, Build 32 will give the opening days of the apocalypse radio and television broadcasts to tune into so you can listen live to the downfall of humanity. That doesn’t mean that the usual schedules will be entirely interrupted however, and as such there’ll be cookery shows, home improvement shows and the like that will provide players with examples of the stuff that can be crafted in PZ and – thanks to TurboTuTone’s recent work – give you XP boosts as well. As such, profession-specific recipes will be made available to all avid TV-watchers no matter what their role in life.
    This system is also being built with moodle lifts and lows in mind. So repeated viewings give markedly less and less XP – and also impact on boredom moodles. Quite how we’ll balance these with the current skill books is the next challenge we’ll face, but also on the menu is letting you record shows onto blank videos – and to have pre-recorded videos of both informative and entertainment shows lootable in homes and stores on the map.
    Here’s a WIP video, BUT two things to note: XP gain is currently waaaay OP, and lines are currently too long in the show-content proper. It would usually be a much longer broadcast.

    In other Turbo news, the clever chap has also coded us up a profanity filter that you can choose to drape over our narrative content if needs be. This was always a hotly requested feature back in the K&B days, and we thought it a necessary part of the game as rude words start to reappear once more.
    EASYPICKINS’ IWBUMS MP ADVENTURES
    Build 31 is still with us and currently has version 31.16 being tested in the IWBUMS beta channel. Why? Well, only due to a gargantuan battle between EasyPickins and what many call The Terrifying MP Map Corruption Bug of Ultimate Doom.
    WARNING: Mondoid gets techier than usual from this point.
    It all began when renowned server-hoster Zeek get in touch on March 21st with an issue that saw the map getting corrupted seemingly at random – with either all-black chunks or chunks from another part of the map being placed where they didn’t belong. For the longest time it just couldn’t be replicated, so EP was stabbing in the dark with fixes – errors about truncated maps, fears of non-flushed data and countless checksums were all thrown into the mix.
    “I got onto Zeek’s server to see first-hand how bad it was, and it was nuts.” Explained EasyPickins, shortly after the battle was won. “Chunks where nothing was loaded plus parts of the map placed where they didn’t belong.  And very often the errors in the log files pointed to completely different parts of the map than the ones we could see were messed up. The logs would say chunk X,Y was corrupt but then we’d go there and find a different chunk (or two or three) was messed up that wasn’t even in the error logs. It was so random that last Sunday I thought I had found the problem and his server ran the patch for 10 hours with zero errors.  Problem solved!  But no, the next day the logs were filling up with errors again.  And people on other servers reported they had no problems at all!”
    At the end of a demoralizing final week, our champ was beaten – lolling on the ropes and hoping beyond hope that it could just be his Zeek’s personal RAM playing tricks. A software switch and a few hours of corruption-free play lulled them into a false sense of security, but then it came back. Back for the boss battle, like Kathy Bates in Misery.
    “By that point we’d had enough people willing to run around on Zeek’s server trying constantly-changing test builds that I was able to get enough clues about what the problem was – and of course the other server admins trying the fixes I put out also, so my thanks goes to them as well.”
    “The actual cause of the bug turned out to be a freakin’ variable related to saving zombie corpses. One part of the game was adding corpses to this list variable while at the very same time another part of the game was adding corpses from a different chunk to the self-same list.  Even chunks that had no corpses were being affected by chunks that did have corpses due to this shared list variable.”
    And so, after 22 days of frustration the beast is slain at the hands of EasyPickins and friends, never to return again. Isn’t game development fun? Thanks to Zeek and everyone else who joined the battle!
    OH, AND THIS TOO:
    While we’re on the topic of EasyPickins and his victorious IWBUMS activity, running concurrent to his head/wall slams was quite a significant change to how PZ servers streams the map to clients. Again, it’s a smidge techie but… it’s highly likely that you’re a smidge more intelligent than the person that usually writes the Mondoid.
    Back to EP: “The server has always created ZIP files containing parts of the map that are newer than the client has. A big performance problem with this has been that while creating these ZIP files, the server isn’t updating the game world or processing network messages. The more clients that needed map updates, the more time the server would be spend creating these ZIP files. As such creating ZIP files is now handled in a separate thread (actually, one thread per client).  So the server is no longer affected nearly as much when streaming the map out to clients.”
    Got all that? Huzzah! Now to do the usual Mondoid sign-off stuff.
    See you next week!
    Today’s featured image is of our least noticed in-game reference. Can you spot it? As taken by Olaf the Merchant. Would you like to receive babble like this in email form? Well who wouldn’t? Click here!
  16. Like
    RichCoconut reacted to Scriptiee in [EU][PvP][RAMDISK]28 Days later by Scriptiee   
    Renamed to:
    28 Days Later by Scriptiee
    78.153.202.251:16261
     
    (EDIT: renamed the server and added IP to the post   )
     
     
    As you might have heard there is an apocalypse going on and we are looking for survivors to try to rebuild this place.
     
    It's not a nice place, there be killings, there be looting, everyone is here for themselves.
     
    Though I believe we can build something awesome here, are you in?
     
     
     
     
     
     
    Hey guys, new here on the forum, hope you all surviving well. Recently (5th of April) decided to deploy the server for this awesome game and though I'll let you know the details if you're interested!
     
      [EU][PvP][RAMDISK]28 Days later by Scriptiee
    2x Xeon X5650 | 64 GB of ram (32 assigned to game) | Runs of 12 GB tmpfs (ram disk)
    Backed up every 30 minutes | Constantly monitored across the day (EU)
    Admin contact:
    Scriptiee on steam | Scriptiee on irc.freenode.net | Scriptiee on irc.dal.net
     
     
     
     
     
    Server settings are:
     
    nightlengthmodifier=0.75PVP=truePauseEmpty=trueGlobalChat=trueOpen=trueLogLocalChat=trueAutoCreateUserInWhiteList=falseDisplayUserName=trueSafetySystem=falseShowSafety=falseSpawnItems=Base.BaseballBat,Base.Schoolbag,Base.Dogfood,Base.WaterBottleFull,Base.Pencil,Base.SheetPaperDefaultPort=16261Mods=Map=Muldraugh, KYDoLuaChecksum=truePublic=trueMaxPlayers=24PingFrequency=10PingLimit=300HoursForLootRespawn=12MaxItemsForLootRespawn=8ConstructionPreventsLootRespawn=trueHoursForZombiesRespawn=6IncreaseZombieRespawnBy=3DropOffWhiteListAfterDeath=falseNoFireSpread=trueNoFire=falseAnnounceDeath=trueMinutesPerPage="0.5"  Sandbox Vars are: Zombies = 3,Distribution = 1,WaterShutModifier = 35,ElecShutModifier = 25,Alarm = 4,LockedHouses = 6,FoodRotSpeed = 3,FridgeFactor = 4,LootRespawn = 3,ZombieRespawn = 2,TimeSinceApo = 1,Temperature = 3,Rain = 3,ErosionSpeed = 2,Farming = 2,NatureAbundance = 3,FoodLoot = 3,WeaponLoot = 3,OtherLoot = 3,XpMultiplier = 7.0,StatsDecrease = 3,DayLength = 4,StartMonth = 4,StartTime = 1, And finally Zombies!: Speed = 2,Strength = 2,Toughness = 3,Transmission = 3,Mortality = 6,Reanimate = 4,Cognition = 3,Memory = 2,Decomp = 4,Sight = 2,Hearing = 2,Smell = 2,  Currently working on more custom spawn points like per profession, or per event such as shopping, hiking, tourist etc.. I'm open to suggestions for changes, if you want to get involved let me know here or at zomboid(at)scriptiee.org.  Have fun and stay safe!!   
  17. Like
    RichCoconut reacted to EasyPickins in IWBUMS 31.13   
    HOW DO I GET THIS?:
    http://theindiestone.com/forums/index.php/topic/4183-iwbums-the-i-will-backup-my-save-branch/
     
     
    Finally found an honest-to-god cause of map corruption in multiplayer, a static variable being modified by more than one thread.  The more bodies lying around on the server, the more likely the bug was to happen.  Thanks to Zeek and all the people who helped hunt down this bug this week!
    Fixed "House in the Woods 2" font glitch with some languages. Sledgehammer destroys entire staircases instead of one tile at a time. Disallow destroying the floor tile at the top of a staircase.  The floor tile will get destroyed if the stairs are destroyed and the floor tile is not adjacent to other floor tiles. Added translation for "Are you sure you want to delete that player?" in Challenges. Client deletes chunk files it has that the server does not have, this prevents loading obsolete chunk files. The player is moved down to solid floor when joining a server if the thing they were standing on was destroyed while they were logged out. Server performance fix: server creates zip files to send to clients off the main thread. Fixed "Lighting updates" option not selecting the 45 or 60 values after loading. (Issue #001582) /grantadmin and /banuser give more informative message when the user is not in the whitelist. (Issue #001579) Automatically climb down a sheetrope if there is no floor to stand on at the top. Fixed water tiles running out of water. Fixed drinking directly from a tainted-water tile not increasing food poisoning. Fixed being able to sledgehammer sheetropes. Fixed exception with the chat window if the mouse button was never clicked. Fixed equipped flashlight not being unequipped when building Lamp on Pillar. (Issue #001588) Fixed food sometimes not rotting in multiplayer. Made /teleport multiplayer admin command faster. Fixed multiplayer map corruption caused by a static variable being used from different threads. (Issue #001486) Limit the number of blood splats saved.  The client limits the number of splats when rendering, but the server never did.
  18. Like
    RichCoconut reacted to Zeek in IWBUMS 31.13   
    Always a pleasure to help out when I can. =)  The real work here goes to you my friend. 
     

  19. Like
    RichCoconut reacted to MyTJ in Titles by your name [minor suggestion]   
    I agree with the length part, although it would be a disadvantage also for the player with a too long name, makes sneaking from other players more difficult as the name is more noticeable.
     
    As for the ''childish'' concern, i agree with your concern.  But isn't it already the case with names?
     
    To further the suggestion, it could be required to be approved by the server admins, thus renforcing the RP element.
  20. Like
    RichCoconut got a reaction from MyTJ in Titles by your name [minor suggestion]   
    I think having a title by your name would be pretty neat and could change the dynamic if RP's and multiplayer in general ranging from creating groups to being more unique.
     
    /settitle text here would be the command.
     
    So your name would be for example if you typed:
     
    /settitle West Point Survivalist 
     
    your name would be displayed as: MyName [West Point Survivalist]
     
    pretty simple, but effective.
  21. Like
    RichCoconut got a reaction from EreWeGo in ROAM. Zombie survival indie game.   
    It looked so promising.. I was looking forward to it until I read the comments and got the story on what happened..
     
    Hope it comes back or something similar. Maybe he can get some of the code back and work off of it.
  22. Like
    RichCoconut reacted to EreWeGo in ROAM. Zombie survival indie game.   
    Yeah, it is an interesting one. Real shame though, it was looking like it was shaping up quite nicely....
  23. Like
    RichCoconut reacted to zombo in ROAM. Zombie survival indie game.   
    Interesting read, looks much more dramatic than the usual crowdfunded failure, devs/employees suing each other, not sure what's going on exactly though, and people are still debating who's who and what's what.
  24. Like
    RichCoconut reacted to nasKo in ROAM. Zombie survival indie game.   
    Dang, that's a bummer
  25. Like
    RichCoconut reacted to yadah in Frontend for Server   
    Just wondering if there is a frontend application being designed for the server? If NOT, I would like to under take that task personally. Let me know. What I am thinking is just an app that can communicate with the server, send commands, keep current count of the players online and so on. My hopes is to make it easier for people to run the server. Thoughts?
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