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Keifleaf

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  1. Like
    Keifleaf got a reaction from Albie in Powered by Keifleaf Closed   
    I don't know if it works, but trying to switch between builds instead of uninstalling and reinstalling might work also, and it will definitely be much faster.
  2. Like
    Keifleaf got a reaction from Albie in Powered by Keifleaf Closed   
    Soft resets aren't officially back in, but there's ways to create your own .bat file to try it, it's mostly a memory issue in most cases where it doesn't work. If there are any issues with it where you guys would prefer a hard reset just let me know. And I restarted the server, hopefully everyone can connect now.
  3. Like
    Keifleaf got a reaction from Albie in Powered by Keifleaf Closed   
    Did a soft reset, took for damned ever to finish. Hopefully it worked without any issues. Back up now.
     
    Edit : Oh and just a warning, turned up zombies, and made them stronger since I got some requests for it.
  4. Like
    Keifleaf got a reaction from Kidlonewolf in Powered by Keifleaf Closed   
    Did a soft reset, took for damned ever to finish. Hopefully it worked without any issues. Back up now.
     
    Edit : Oh and just a warning, turned up zombies, and made them stronger since I got some requests for it.
  5. Like
    Keifleaf got a reaction from Jamesocracy in Powered by Keifleaf Closed   
    server was restarted, should work now
  6. Like
    Keifleaf got a reaction from tehurn in Powered by Keifleaf Closed   
    Server back up, and it should log local chat now.
  7. Like
    Keifleaf got a reaction from Fireman in Powered by Keifleaf Closed   
    Server got bugged due to some mod someone must have had on when they logged in, I get a message here when it happens. So yea I'm hard resetting nothing else I can do when this happens. As for settings I experiment with them, I had turned up everything and have been tweaking them to try to get the best balance. When I maxed everything out the lag got worse, and it got a little better when I put some down a bit. I still have things higher than normal, but I'm going to be testing shit as hard resets happen. And water and power I put for 0-5 years, so could turn off right away could last years, problem is years go by quick on mp.
    Anyway server is back up with a fresh reset, Have fun.
  8. Like
    Keifleaf got a reaction from Albie in Powered by Keifleaf Closed   
    Awesome that it fixed itself a lot of people had said they had to wipe their end to get it updated with that reset issue.
    As for the lag, apparently a piece of software I use for my network card was eating at my memory. It bloated to the point where the server was using the 12 gigs I assigned it and this program was using about another 5 or 6 gigs worth of memory,so that was an issue. Got that resolved, and now know how to prevent that should it happen again (event logs galore, have to remember to clear that out since I don't need a few months worth). So I'm guessing that was causing a good portion of the lag or at least I hope that was it since it's fixed now.
  9. Like
    Keifleaf got a reaction from Strider in Human Generated Electricity   
    Makes me think of the Red Dwarf episode White Hole
    "Without the power, the crew are forced back to basics. Lister and the Cat are forced to live off cold baked beans while they try to employ a bicycle powered hairdryer to fry an egg"
  10. Like
    Keifleaf got a reaction from JonSyn in Newb questions about running a server   
    Also depending how many slots you plan on opening, there's a good chance you'll need more ram. Keeping it closed for just a few friends and you should be fine but if you go public it will need much more. I've got mine using 12gigs and sometimes that doesn't seem to be enough.
  11. Like
    Keifleaf got a reaction from Albie in Powered by Keifleaf Closed   
    I've considered it, but I've been on the fence about it. The benefit is bigger map, more loots, etc. On the downside though, updating both game version with the mod could at points end up being a pain. Plus there is a bunch of servers that have added the extra map, and it looks like some have other mods running also, so having a vanilla server seems like a good idea, especially for the stray newcomer. So yea, I don't plan on right now, but maybe at some point...
    Anyways it's been almost a week since last reset and no one has said a peep about it to me, guessing that means it's not needed yet?
  12. Like
    Keifleaf reacted to SillyandStrange in RELEASED Build 26   
    Npcs are already in, they're just invisible.
    Every time you misplace a tool, or something magically seems to have disappeared, it's an npc.
    They also automagically spawn zombies around your base and are the reason foods rot.
    All beware the ghost npcs.
    Disclaimer: nothing in this post is true.
  13. Like
    Keifleaf got a reaction from Philip Omnis in Powered by Keifleaf Closed   
    Think I may have found the issue, restarting server real quick.
  14. Like
    Keifleaf got a reaction from AliceCooper in Powered by Keifleaf Closed   
    the last hotfix stopped a lot of server crashing, but it required a full reinstall for a lot of us admins, so even if the reset hadn't been needed yesterday the hotfix required it.
  15. Like
    Keifleaf got a reaction from Philip Omnis in Powered by Keifleaf Closed   
    zomboid updated, i just applied it real quick, try now. anyone who was just on may need to relog. Reset not done yet, thats coming later
  16. Like
    Keifleaf reacted to lemmy101 in RELEASED Build 26   
    Update on the upcoming changelist. Added a lot of the more recent fixes by Easy.
     
    NEW FEATURES
    Fishing system. Cooking overhaul Tons of new items (mainly food, perhaps a weapon?) New icons for some items. Poison overhaul you can right-click on a tree to chop it down with an axe Sledgehammer will lose condition when used to destroy things. [MP] Password will now be hashed in the data base. BALANCE
    Changed the weight of Frying Pan from 2 to 1. Pot of soup from 6 to 4. Food benefit will now stay a bit longer (more realistic !). Lowered the chance of finding a Spiffo (sorry ). TRANSLATION
    Korean language Japanese language (thanks a lot Katzengarten!) FIXES
    Fixed the cabbage icon. Some fix in the crafted item sprite (sometime they bug when reload). Fixed the help text in admin command (if you misstyped something, now the help text will be correct). [MP] You can now use character ' in your username. [MP] Fixed zombie corpse with no item on them. [MP] Fixed safety toggle sometimes not synced. [MP] Even if DisplayUserName is off, you can now see the safety skull. Disable stencil buffer in 3D model FBO.  Added checkGLError() calls to get more info about what fails when creating FBOs. It seems Intel GPUs often don't support the combined depth/stencil images.  Set SandboxVars (Lua variable) from SandboxOptions after loading map_sand.bin. (Issue #000325) . There is a Lua function SandboxOptions.load() but it only loads some of the variables. Fixed fire issues. . When an IsoThumpable was destroyed by fire, it could still be interacted with. Print an error if there is no spawn-point table for the current map. Fixed female pants/skirt glitch when not wearing a top. Fixed RecipeManager bug calculating the age of created items. Fixed 3D animation glitch when weapon attack animation finishes. Fixed a big hitch when first seeing a large group of 3D zombies. . Borrow the OpenGL context from the RenderThread only one time when setting the zombie models. Fixed an old map-streaming bug. . It's possible to have a chunk scheduled to be saved/reused and loaded at the same time.  This can happen if you step over a chunk boundary and then back again quickly.  What was happening was the chunk woul... Make walking in GhostMode approx 1/2 slow as sprinting. . This is used in multiplayer.  Always moving at warp speed makes it hard for admins to walk along ledges etc. Reduced garbage creation and with 3D models.  Don't update model lights in the render thread. .  Change current animation after switching weapons while aiming. (Issue #000315) Fixed smash-a-window becoming open-a-window when initially in attack stance.  (Issue #000314) Added custom maps in multiplayer. . Since custom maps are handled through the modding system, mods are needed in multiplayer. In serverOptions.ini, "Mods" is a semicolon-separated list of mod id names.     Mods=BedfordFalls;AnotherMod;YetAn... Fixed IsoGridSquare.EnsureSurroundNotNull() not respecting the map bounds. Mods can load custom .pack and .tiles files. . In a mod's mod.info file: pack=NAME : means load media/texturepacks/NAME.pack tiledef=NAME NUMBER means load media/NAME.tiles There may be multiple pack= and tiledef= lines in each mod.info Walk next to a tent before sleeping in it. Fixes to ISBuildingObject. Added "Destroy Floors" command.  Only allowed at z > 0. . People wanted this to correct carpentry errors (and fight griefers who block stairs with floors). Fixed LastStand bugs. Fixed tents.  ISBuildingObject changes. . Tents use both front and back tiles and can face either direction. Increase the distance that Shift-clicking toggles curtains. Darkened localToBuilding lights a bit. Call GameClient.getCustomModData() when needed. Fixed RecalcAllWithNeighbours() not recalculating all the squares it needed to. . Stumbled upon this while doing the chop-down-tree action.  Added chop-down-tree timed action. . Fixed 'hours survived' getting reset in MP. Throw an exception when loading IsoWorldInventoryObjects when the item type is unknown (same as ItemContainer.load() does) Discard IsoWorldInventoryObjects that use obsolete item types. Fixed not being able to sprint N/S/W/E in GhostMode (Issue #000297) . If the amount of movement is > 1 in any direction then testCollideAdjacent() returns true. Fixed GhostMode not being set when admin joins a server.  Don't drawDebugChunkMap() unless Core.bDebug is set. (Issue #000296) ISDestroyStuffAction: sync the breakdoor sound with the sledgehammer swing animation.  Sync sound in MP too. Fixed ambient door/window lights "popping" when turning. Fixes to ISTakeWaterAction. Save the game after converting to a new world version. Redid the food-aging system. Don't print "timeout downloading zip" in console once the download has finished. Free 3D model slots before return-to-menu. . There seemed to be stale zombies and players in ModelManager.Contains. Display the weapon condition, cooking progress, and drainable-amount-remaining as progress bars. . Also moved the "Contains:" recipe line below the item name, and fixed images overlapping the Contains: label. Also fixed the InventoryPane co... Fixed AdjacentFreeTileFinder not handling diagonals (Issue #285). Fixed fridge/stove temperature being off by 1 day wrt electricity shutoff. Fixed teleporting through wall when using 'E' to climb a sheet rope on the other side of the wall. Add support for obsolete script items. . This is needed since savefiles cannot be loaded if there are unknown items. The type of item (Food, Weapon, etc) needs to be the same so the InventoryItem (or subclass) load() method reads the correc... Fixed some issues with destroying windows. . 1) A wall with a window couldn't be destroyed with the sledgehammer.  ISWorldObjectContextMenu now checks for a wall if there is a window. 2) Removing a window leaves the wall behind, but there i... Fixed adding sheetrope on the server. . The client calls canAddSheetRope() which calls getOrCreateGridSquare(), but the server doesn't. Fixed ISInventoryPage using invalid container with ItemPicker. . Also set IsoGameCharacter.inventory to "explored". Fixed local/global chat not using the desired key bindings. Fixed typo in SuburbsDistributions.lua (affected mechanic shop) Fix #2 for IsoCell.getOrCreateGridSquare on the server. Added GLBufferObject to hide whether the ARB or core version of glGenBuffers etc is used. . Some people get a "glGenBuffers unsupported" error with the 3D models, which is odd since that is part of the OpenGL 1.5 API. Allow spawnpoints at z > 0.  Fixed return-to-menu bug that spawned new players at z > 0. . IsoChunkMap.WorldZA wasn't getting initialized between sessions, so if the previous player was loaded at z > 0, the next new player would spawn at z ... Fixed IsoCell.getOrCreateGridSquare on the server. Fixed ServerList.txt file stream not being closed. Fixed mod.info file streams not being closed. MP time sync: server sends clock time to clients every 10 game minutes. Fixed missing 3D female hair. . SurvivorFactory.setHairNoColor uses F_Hair_Bob, F_Hair_Long, F_Hair_Long2, F_Hair_OverEye and F_Hair.  But there is no f_hair.txt so I used f_hair_kate.txt IsoObjectPicker scores IsoThumpable doors the same as regular doors. Prevent zombies thumping on crafted door frames. . Someone reported a door frame was destroyed before the door. Farming/campfire fixes. . 1) The LoadGridsquare event on the server is happening before the square's properties are updated, so the 'exterior' check fails. 2) After a server soft-reset, the farming clock is reset to zero, so last-time-water... Fixed lighting not being updated immediately when opening/closing doors. Allow doors to be built inside regular door frames, not just IsoThumpable door frames. Fixed destroying IsoThumpable container destroys contained items. . When destroyed with the sledgehammer context menu command, items were not destroyed. Fixed campfire sprite not getting set properly in MP. Fixed soft-reset bug with campfires. Fixed ISFarmingInfo bug on client. Fixed excessive memory usage during server soft-reset. Fixed campfire object not updating on load. Campfire rewrite. . Added ISCampfire object.  Got rid of campfire ID#.  Use nested modData tables instead of "campfire:N:...". Don't extinguish campfires instantly when rain starts.  Instead, reduce the fuel twice as fast as long as it is r... Synced removing build material from the ground. . Seems like there was a bug in the loop as well, since it removed items without decrementing 'm'. Update ISFarmingInfo on the client when plants change. Farming: plants that are not outside don't get watered when it rains, get less health from sunny days. . Some plants (carrots and radishes) suffer when there is too much water, so people grow then inside. Changes to Core.setDisplayMode() . 1) Fixed RenderThread.returnContext() not getting called if the display mode couldn't be set. 2) Only accept isFullscreenCapable() display modes when asking for fullscreen. 3) Set fullscreen + displaymod... Fixed running out of file handles on Linux (too many open files). . Looking at Resource Monitor I saw many open files: 1) All the .lotheader files 2) Many duplicate ambient stream .ogg files (windy day, windy night etc); more as time passed... Fixed see-through-walls on z > 0 along chunk boundaries. . It was possible to see through the west walls of the 3-story grey office building in Westpoint.  This was due to there being no squares on the other side of the wall. Fixed chunky lighting. . I set out to fix non-smooth lighting on exterior walls at z > 0.  Turns out this fixes chunky lighting inside rooms as well. Fixed quoting problem with projectzomboid.sh (Linux demo won't launch). Fixed IsoWindow properties.  Allow right-clicking on IsoThumpable walls that are s or e of the player. . When thumpable walls are "transparent" it wasn't possible to interact with them via the right-click menu.  No plaster, paint, etc was possible. Fixed rare exception in SpeedControlsHandler Fixed garbage creation in ModelCamera Fixed issues with windows on chunk boundaries. Issue #000237 Fixed a rare crash in SwipeStatePlayer. . The code I commented out already happens near line 331. Fixed 3D player not facing the direction of movement when walking a path. Fixed light sources not being removed when out of bounds. Fixed pistol clips disappearing on Normal/Hardcore reloading difficulty. Prevent item duplication in MP due to delaying grabbing items from the ground. Fixed 3D animations not being the same duration as the sprite animation. . If you chopped a tree with an axe with the 3D player model, you could hear that the chopping wasn't in sync with the animation. IsoSprite.update() does "def.Frame +=... Improved  blood splatter rendering / logic .  Server handles the -debuglog commandline option. Taking/spilling dirt removes blend_grassoverlay tiles and attached sprites (blend tiles).
  17. Like
    Keifleaf got a reaction from shunthunder in Powered by Keifleaf Closed   
    Closed
  18. Like
    Keifleaf reacted to Mynameiskyle in Powered by Keifleaf Closed   
    I am with you Keif. Just a suggestion, either way I am cool with what you choose. Just give me nails a saw and some planks!
  19. Like
    Keifleaf got a reaction from Mynameiskyle in Powered by Keifleaf Closed   
    Sorry to hear that, but it's called the iwillbackupmysave branch for a reason, stuff like this unfortunately happens.
     
     
    Couple things on this, it has been considered but that's work (creating user names, pws, taking applications, etc), and honestly I'm quite lazy. That and who knows if this was something as malicious as cheating, yes when losing game time style work due to someone else its frustrating and the first thought that crosses our minds is probably something along the lines of "hackzorz".  But this could have been someones honest mistake, forgetting they had an active mod and logging onto mp is not that unreasonable.
    Going by the server list it looks like some are modding the map, I can see someone server hopping onto a wrong server and botching something easily.
    Main reason I'd rather leave it public is new players. When pz went on sale over the weekend the server got completely flooded with connection requests, which yes caused issues with stability but it was still freaking awesome just knowing lots of people wanted onto an open server. I don't want to basically turn the server into a closed community.
    If this keeps happening I will make the switch over to private, but for now holding off on it.
  20. Like
    Keifleaf got a reaction from mvhnexus in Powered by Keifleaf Closed   
    It been happening a lot with the latest build, not sure what causes it exactly, but I think it has something to do with all the traffic trying to connect. Trust me I wish it never went down either.
  21. Like
    Keifleaf got a reaction from mvhnexus in Powered by Keifleaf Closed   
    That it is, and was. Fresh install whitelist so names should work again
  22. Like
    Keifleaf got a reaction from Dilly in Powered by Keifleaf Closed   
    Closed
  23. Like
    Keifleaf got a reaction from SpaceJunk in Powered by Keifleaf Closed   
    Closed
  24. Like
    Keifleaf got a reaction from Aesolas in Powered by Keifleaf Closed   
    Back in business!
  25. Like
    Keifleaf got a reaction from Aesolas in Powered by Keifleaf Closed   
    I'll be doing more trouble shooting tonight, don't worry I haven't given up getting this server going again. Just getting really frustrated that it won't work for anyone anymore. Usually I try something in the morning and then again when I get home from work, so just give it a shot every so often, eventually I may get lucky. And of course if I know it's been fixed I'll post it asap.
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