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Omenchild

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  1. Like
    Omenchild got a reaction from EnigmaGrey in Help with server errors?   
    I got it to work yesterday. Sorry for not informing. Thanks again you both for all the help and advices!
  2. Like
    Omenchild reacted to EnigmaGrey in Help with server errors?   
    Do you see your attempt to connect in the server's console?
  3. Like
    Omenchild reacted to ModdedTibby in Help with server errors?   
    What really??
    Are there any plans to fix that or is there anything that can even be done about that?  I am curious how that will work out with creative mode
  4. Like
    Omenchild reacted to ModdedTibby in Help with server errors?   
    I am not sure you can avoid using steam to get teh files anymore...that i honestly do not know that.  My experience has only been since the steam integration with steam integration.  I know your clients has an option to avoid the whole steam thing....You can use a command line -nosteam so one would assume there is a way to get the non steam version of the server files as well. 
  5. Like
    Omenchild reacted to EnigmaGrey in Help with server errors?   
    Basically, you go into each mod and grab the following files (by their extension): *.lotheader, *.bin, *.lotpack and drop them all into media\maps\Muldraugh, KY\. You overwrite the original game's files, making these appear as part of of the default map.
     
    When the map is updated, you'll have to repeat this process.
     
    It's also a good idea to pack the resulting muldraught, ky folder into a zip file and have your users install the mapes on their end, otherwise weird things can result. Basically, on first load, the client's files are loaded first. The save, serverside, is then updated. On second visit, the area then appears normally. It's only a temporary problem, though. Once the map is fully explored by your users, this problem ceases to exist.
  6. Like
    Omenchild reacted to ModdedTibby in Help with server errors?   
    Things have drastically changed since you were here.
     
    What I would recommend is logging into steam and find the steam tools.  Inside there in that list you will see Project Zomboid Dedicated Server.  You can either download the offcial build there or you can enter the IWBUMS build by right clicking and go to properties and at that point enter the beta tab at the top.  You will need the password found below. 
     
    http://theindiestone.com/forums/index.php/topic/4183-iwbums-the-i-will-backup-my-save-branch/
     
    Once you run the server here you server will be steam enabled and you can see the settings it produces and alter what you need to like before in the Zomboid user folder. From here you can add what mods you want to use using their ids that are on the steam workshop to your servertest.ini.  This allows the feature of any players looking to join your server will download any mod you have listed there automatically.  Furthermore if the mod updates all you simply have to do is save and quit the server properly and reboot it, at that point it will automatically download any mods that need updating.
     
    Hope this helps and enjoy.
     
    Note - That there is an alternate way to get it, but i find this is easiest for most people.  You can also use SteamCMD to manually download all the server files.
  7. Like
    Omenchild reacted to EnigmaGrey in Help with server errors?   
    You can only have one map on this line: Map=Muldraugh, KY, BedfordFalls, Mod_Phoenix, NewDenver, South Muldraugh
     
    Learned that the hard way. The only way to have multiple map mods installed is to manually add and overwrite the files in Muldraught, KY (Project Zomboid\media\maps\Muldraught, KY). Kind of a pain to properly set them up, though.
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