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Mascot

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  1. Mascot

    41.77 Released

    I did not know that. From some searching, it seems to be a GOG decision to manually approve rather than allow the dev to deploy directly. I don't know if they offer a "test and approve, then let dev pick release time" option, but if they do then that would be worth considering, I think. I shall have to reconsider any future purchases of multiplayer games on GOG, since falling out of sync with server versions is incredibly annoying. Which is a shame, because I really like to support the non-DRM nature of GOG by putting my money there.
  2. Mascot

    41.77 Released

    By "few" they meant "many". It's not the first time GOG is left lagging behind. If they only wanted to deal with Steam they should have only released on Steam. But, here we are.
  3. Always take backups before messing around. The issue you describe was due to a bug that was fixed in .68. Prior to that bugfix you would have had to find a "known good" version of the file, one that shows the correct tapes, and then hex edit the progress away from within that file. But now that the mismatched tapes bug is fixed, deleting it seems to work fine and the tapes get repopulated correctly.
  4. My impression is that this is a pretty moot point currently. The game is early access, and this works around a bug that can be pretty game breaking depending on circumstances and play style. The game makes it pretty clear that for the time being you should be sticking to co-op with friends if you want to play multiplayer, such is the state of it. In time, I expect they will move character progression server-side, it's the only thing that makes sense if the plan is for joining public servers to be viable.
  5. No guarantees here, make a backup before trying anything, but I just deleted the recorded_media.bin file to fix the issue with tapes not giving XP for my new character. I've also successfully moved my map between characters and machines by copying over two files (one for the map, one for annotations). I don't remember the exact names right now, but they're two of the map_ files that does not have numbers in them.
  6. Is a workaround described anywhere? This has me and my partner a bit stuck as we need to train up a new character and it's getting incorrect tapes. I thought giving .67 a go might be worth a shot, but I own the GOG client and IWBUMS there is still .66. Copying recorded_media.bin around sort of works, but that seems to also include the watched status so it's not all that helpful in the end. I did find instructions for using a hex editor to reset watched status and the only thing I can think of is to try to use that as a basis for creating a "clean" recorded_media.bin we can use for the new character, based off of a character that does show the correct titles. Any tips for a less laborious approach would be appreciated.
  7. Mascot

    41.66 released

    This update broke my server (steam=0). It seems to crash as it's trying to do a backup before starting: ERROR: General , 1645886611613> 678á445á311> Exception in thread "main" ERROR: General , 1645886611613> 678á445á312> java.lang.NoClassDefFoundError: org/apache/commons/compress/archivers/zip/ParallelScatterZipCreator ERROR: General , 1645886611617> 678á445á316> at zombie.core.backup.ZipBackup.makeBackupFile(ZipBackup.java:75) ERROR: General , 1645886611617> 678á445á317> at zombie.core.backup.ZipBackup.onStartup(ZipBackup.java:47) ERROR: General , 1645886611617> 678á445á324> at zombie.network.GameServer.main(GameServer.java:623) ERROR: General , 1645886611629> 678á445á326> Caused by: java.lang.ClassNotFoundException: org.apache.commons.compress.archivers.zip.ParallelScatterZipCreator ERROR: General , 1645886611629> 678á445á328> at java.base/jdk.internal.loader.BuiltinClassLoader.loadClass(Unknown Source) ERROR: General , 1645886611629> 678á445á330> at java.base/jdk.internal.loader.ClassLoaders$AppClassLoader.loadClass(Unknown Source) ERROR: General , 1645886611629> 678á445á331> at java.base/java.lang.ClassLoader.loadClass(Unknown Source) ERROR: General , 1645886611629> 678á445á333> ... 3 more C:\ProjectZomboidDedicatedServer>PAUSE Update: I found the "BackupsOnStart" option and played with that and BackupsCount. It seems a bit random, but setting BackupsOnStart to false and BackupsCount to 0 I managed to get the server started. The first time it didn't work, and BackupsCount goes back to 5 on startup attempt, but I set it back to 0 once again and that time the server did start. I'm not touching it now, because this was me and my partner's planned activity for the moment and I don't want to risk ruining it now that the server is finally back up. Update2: Turns out there was also a client/server mismatch for ISVehicleMenu.lua. I sorted that out manually and everything seems OK now. For clarity, I'm using the GOG client. Update3: Except my main vehicle now has a red engine light and refuses to even try to start, even though everything is in the green in vehicle mechanics. Other vehicles are working so I guess I'll just have to try to find one with sufficient cargo capacity to limp back home in.
  8. Edit: Oops, my bad. I assumed the legacy branch mentioned was referring to client only and did not think to test it before posting. Then I decided to test after all, just in case, and all is good. I see no way of deleting my post, so feel free to do that for me. I only own the game on GOG, and I was a dumdum. I had steamcmd set to update before launching server, so now I have a server that's ahead of the client that's available on GOG and as far as I can tell without any way of reverting server version. Would it be possible to get a server branch on Steam that's only updated when GOG version is updated? I mean, the ideal solution would be for Steam and GOG versions to always be in sync, but as I understand it there are some potential challenges associated with that, so ensuring we can have a server version that's compatible seems the easier solution.
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