Jump to content

Connall

Member
  • Posts

    2955
  • Joined

  • Last visited

Everything posted by Connall

  1. It's IRL time I think, but I have never done much testing on the timer.
  2. Don't change the server_browser_announced it's there for a very specific reason, due to Nitrados... unique system. It places itself back there because your server would have a heap of issues without it. As for it not appearing on public, it's something Nitrado will most likely have to resolve on their end. As for your admin question, or issue I didn't quite understand what the issue was so might have to explain that one again.
  3. I would just like to put the emphasis on the router part of that. Just fire open a whole heap of ports through a range, rather than it being individual.
  4. It's not an isometric 2D map though, it's partially in 3D now (models and such, not the map itself), and managing to integrate the 2D map with 3D models takes a lot more processing than you'd guess. Even your Macbook Pro would not handle the whole map being loaded at once; Maybe a quarter of just Muldragh, but certainly not even a tenth of the entire map. It's not the low-spec players holding this feature back, it's something that I'd imagine no-one on these forums has a PC that could manage it. To note a couple of your game examples here, not all the 'strain' on your PC is caused by fancy graphics - modern graphics cards take care of that (they're essentially a PC inside your PC now). Probably the biggest reason that PZ can't load more of the map, is the amount of processing needed for AI and pathfinding -precisely the reason BF4 doesn't have bots to fight against (like they did back in the days of BF2). In my experience, it's far less computationally expensive to process logic and render something like a 16 player shooter in first person view, than a top-down strategy or isometric game with more than a handful of units. Instead of comparing it to a whole different genre of game, you'd make a more reasonable comparison for PZ with something like Total War, C&C, or even Civ 5. Makes most sense, with all that being said, how many cores or processing power would you think it'd take to load a good portion of the map? A lot, considering the strain that servers have with regards to multiple players. I don't think it would necessarily max out the CPU (actually no, it probably would if the entire map was loaded) but RAM would probably be the bigger resource hog.
  5. Talking about when you need to ring out any little performance you can, with minimal overhead. Again, every language has it's place.
  6. ... or if you need to create low level stuff like drivers and other OS programs. But what do I know ... Or create a high performance program.
  7. In the end (like with any language) it depends on what you're trying to do I guess.
  8. Why? Because I actually have reference material for it. That and I'm trying to keep a positive head about C++ seeing as that's what I'll be using on the uni course if I get into it. That surprises me, which University you going to? I wouldn't imagine it's something you would tackle until the later years of the uni.
  9. 1. Possibly, never tested so no idea. 2. Yes, the server and client both need to have the mod files installed and the mod must be added to the servertest.ini file. If the server and the client is both the same, all you need to do is install the mod and configure it in servertest.ini and load it up from in game. 3. I... don't think so?
  10. Out of curiosity how you building the levels? Like a lego house.. Cube by Cube. If you ever get particularly serious (since this costs a bit of money) then you may want to explore ProCore/ProBuilder Hehe.. Thanks, but I'm, not 100% if level design is something I Want to go into.. At-least not 3D level design. I mean more in the sense you do this on a regular basis, Unity's stuff for building levels is seriously lacking. It's a shame it requires a third party in order to really kind of complete what (I would kind of consider) is an integral part to an engine.
  11. Out of curiosity how you building the levels? Like a lego house.. Cube by Cube. If you ever get particularly serious (since this costs a bit of money) then you may want to explore ProCore/ProBuilder
  12. Out of curiosity how you building the levels?
  13. You should have a servertest file which controls your server options, it's very weird that it's not showing up. If you create a file called servertest.ini then put in the below and tweak to what you want. You'll have the server options that you can tweak and such: nightlengthmodifier=1.0PVP=truePauseEmpty=falseGlobalChat=trueOpen=trueServerWelcomeMessage= <RGB:1,0,0> Welcome to Project Zomboid MP ! to chat locally press "t", to global chat press "y" or add "/all" before chatting <LINE> Press /help to have a list of server commands <LINE> <RGB:1,1,1> LogLocalChat=falseAutoCreateUserInWhiteList=falseDisplayUserName=trueSpawnPoint=0,0,0SafetySystem=trueShowSafety=trueSafetyToggleTimer=100SafetyCooldownTimer=120SpawnItems=DefaultPort=16261ResetID=862108162Mods=Map=Muldraugh, KYSpawnRegions=servertest_spawnregions.luaDoLuaChecksum=truePublic=falsePublicName=PublicDescription=MaxPlayers=64PingFrequency=10PingLimit=400HoursForLootRespawn=0MaxItemsForLootRespawn=4HoursForZombiesRespawn=0IncreaseZombieRespawnBy=0
  14. Did you forward the ports on your router?
  15. Your other option would be to forcibly kill the characters on the server if they don't comply. That's assuming they don't make a backup.
  16. I'll see about sending this to RJ and see what he says about it.
  17. Yeah you HAVE to use TCP, I believe UDP is next to pointless but I always tell people to use it just in case.
  18. See I hate this aspect about Hotline Miami 2.. I mean, if you play as Ash and Alex you have ALLOT more freedom, but even then they're only available for like 4-5 missions. I think the thing I have found, that Freddie Wong on Twitter nailed it. The level design is a lot more open this time around, instead of it being a rather claustrophobic affair, which means when an enemy would see you, it felt like it meant sense. But now you have enemies spotting you, outside your line of sight, which feels a bit more unfair rather than feeling like your death was justified, which the first Hotline Miami nailed perfectly.
  19. I'm currently playing it and I love a lot about it, but I don't feel it's as good as the original. Which I was expecting, but my biggest problem is that it feels a lot more linear in it's level design, it feels a lot more like "You have to go down this path" than a "You can go down this path." A couple of levels take this a bit too far IMO, where rooms are just locked for the level so that the game can funnel you down this path. I love it, still playing it but it did piss me off a bit.
  20. You will probably have better luck if you send a PM directly to Kirrus, rather than hoping he sees this thread.
×
×
  • Create New...