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Dr_Cox1911

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Posts posted by Dr_Cox1911

  1. Stumbled upon this recentyl and talked to EnigmaGrey on Discord about it.

    I think the behavior of the game when a player tries to connect to a server with an existing save that has a different ServerPlayerID needs improvement.

     

    Situation right now:

    During loading the screen stays black with a small hint at the bottom. Couldn't get rid of it, no mouse click, no ESC, no space, no Enter, only task manager and killing worked.

     

    Preferred behavior:

    Add two buttons, one "Return to main menu", the other "create new character". The hint stays the same.

     

    This would be much more newbie friendly, because right now affected players need to manually delete their savegame.

    If a serverowner want's to completely restart and force every player to start with a new char the only way to achieve this is to alter the ServerPlayerID within the servertest.ini, but many players won't understand the hint and will never visit the server again because of this.

  2. Greetings,

     

    I think it would be best if admin or any account with a special accesslevel doesn't count against the MaxAccountsPerUser server setting.

    As per design by TIS you can't properly play with a character that has an special acceslevel defined because some of the special abilities are always on. So if a player how is a staff from the server want's to normally play the MaxAccountsPerUser setting has to be set to 2, which opens up every player to create a second account.

     

    My proposal: accounts that have a special abiltity aren't counted against the MaxAccountsPerUser setting, so this can be set to 1.

  3. @FinestHops Sorry, shouldn't have come across as an insult or something, just curious how your guy tackled this and what his hurdles with the server-part where.

     

    @Fenris_Wolf Thought about that too. Implementing this in CoxisUtil, but if another mod overrides the ISChat it's all gone if it get's loaded after CoxisUtil. And don't know how many modders will use a external lib like this. I personally don't have a problem with external libs, used LuaNet even before it was shipped with the game.

     

    My ultimate wish: More accessibility for this stuff for mods to easily hook into. Same goes with all the menus and dialogs in the game. So much tables/variables are locally handled.

  4. 19 hours ago, Fenris_Wolf said:

    Edit...I just looked at ISChat.lua,  it seems some of the commands are in the lua (shout, whisper etc) but i believe most of the actual commands are still in the java, searching the lua files for 'createhorde' returns nothing related to the actual processing of the command.

    There are a bunch more commands that are handled within lua (like the admin ones /teleport, /invisible, /reloadoptions, ...)

     

    @FinestHops Don't quite get will this should only work on clients?

     

    Current "easy" way of handling this: override the ISChat:onCommandEntered with my own function and check the beginning of the string for my command (e.g. /rules), if it matches I call my function to show my dialog (or even send a command to the server to refresh the rules and send it back to the client).

    The problem with this: only one mod can add custom commands with this "solution".

  5. Greetings,

     

    I'm trying to implement custom commands for my mods but it looks kinda tricky.

    I was looking at the client/ISUI/ISChat.lua and there is the "onCommandEntered" which seems to execute whenever a input from a textbox is transmitted (here the textbox from the chat window). This also handles the commands shipped with the game.

     

    The "easy" way would be to override some stuff from ISChat, but isn't there a better way to do this?

  6. On 7.11.2016 at 3:28 AM, EnigmaGrey said:

    That should be the case in the future.

    Any news on this front?

    Reason why I'm asking:

    I want to alter the Moderator so that it no longer has the power to set access levels, but instead can use the "/quit" command.

     

    Even better would be a restart command, but don't know if this would be feasible for linux (especially LGSM).

  7. poster.png.1fefdb23af6c6248d3d9254728ccd682.png

     

    with the help of @Fenris_Wolf I've made a little mod that further customizes the way loot is spawned. I made that for the gameserver project-zomboid.de, but of course everyone can use it.

    Right now it's pretty much in the testing phase and I therefore could use your help.

     

    You can Download the mod from github: https://github.com/DrCox1911/CoxisLootSpawn

     

    The way this works:

    With the mod there ships a "CoxisDistribution.ini", where you can define loot modifiers for categories and for special items.

    If you don't define a loot modifier for a category the one set with the normal sandbox options will be used.

     

    This mod needs the CoxisUtil mod, which you can download from github here: https://github.com/DrCox1911/coxisutil

     

    Steam Workshop

  8. Thanks for testing, will have to dig some more I guess. Must be something wrong on my end then.

     

    EDIT: It works, only problem was OnGameStart, needs to be OnGameBoot for MP dedicated server.

  9. I'm not really satisfied with the way the loot settings within sandbox work in multiplayer.

    I would like a system where you can set the loot-chance for specific items yourself (like nails) and for all other not specific defined items of a category a global loot factor would be calculated into the dice roll.

     

    My problem: I've never modded something regarding the loot.

    There is a Distribution.lua within Server and the ItemPicker.lua within Server/Items is responsible for the rolling. Everything right so far?

    My problem: Do I really need to overwrite one/both of them?

    Or is there any other change to achieve the above without overwriting?

  10. I would suggest you use the linuxgameservermanager (short: LGSM). It's a pretty simple set of sh-scripts that greatly enhance the useability und comfort for serveradmins. They recentyl changed the way how the configuration works, it's a little bit more complex now but way more freedom with the new system.

     

    After you have downloaded and installed the server (normal stable build) you find your config-files under "~/lgsm/config-lgsm/pzserver". In there should be a __defaul.cfg, simply copy it and rename it to pzserver.cfg. In there you can then change to the desired branch.

     

  11. On 22.12.2017 at 4:31 PM, FinestHops said:

    I am sure someone can correct me if I am wrong.... the Xms is voice so if you are not using in game voice, leave that as is. Then go into your configs and disable VOIP. This creates a really decent performance boost many times. 

     

    You can play around with these numbers and increase or reduce as needed for system stability. 

    Xms is the initial memory allocation for the game (or any java application), the Xmx is the max memory allocation the application can allocate.

  12. Would be nice if there was a simpler way of editing stuff like the optionsscreen (currently have to overwrite the MainOptions.lua because everything is a local variable) and the ESC-Menu while ingame.

    Especially the ESC-Menu thing would open up mods to add their own config-menus in the ESC-Menu (like add a new button to the admin-menu).

  13. Don't know if this would be feasible, but you could try with saving the tiles you spawned your seasonal items in a table (maybe one for each season?) and when the season changes you iterate over the table and remove the items on the ground?

     

    This is just a rough idea and might be to cumbersome.

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