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Ralms

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Everything posted by Ralms

  1. In order to provide more control to the server admins, without requiring mods to override values, the following would be a great addition which should not require much to implement. Essentially, move to the server side: Per Skill XP Level requirement. Per Skill Books multiplier. Ability to define VHS Skill XP bonus. (Most VHS are very overpowered in Multiplayer)
  2. This is around the same concept and idea, however is a multi level request. The main goal is to allow the server admins to have more control in balancing Occupation and Traits, without requiring mods. Here are the suggestion: Move the Occupations list to be 100% server side, allowing the server to define the occupation list that is presented to a player when creating their character. Allow the Server to define Traits points cost. Allow the server to disable some traits. Allow the server to define the Mutually Exclusive traits list.
  3. I'm amazed it returned to you that many servers, when you say "Steam's server browser" is not the in-game one correct? As the ingame browser is pretty much useless, just shows 10 to 20 servers, doesn't sort them by popularity (highest number of online players, etc) . The reality of it is, that the great majority of players that get the game, don't magically guess they will need to go check on other places (Discord, Foruns, other websites) etc to find a good server. Many, simply start the game, "Join -> Internet" and pick one from the list. The fact that this is a poor experience here, it results on a poor experience for the player overall. Overall, both the Steam and NoSteam lists need significant overall and should support stuff like "tags" to be used as filters, or at least region support, so that that the player can pick a server with lowest ping / distance.
  4. This is a simple request. Currently, the client, when it receives Packet "AccessDenied" during login, will look for the translation reason by prepending "UI_OnConnectFailed_". In order to allow java modded servers to customize with more freedom the login access denied message, please move this to the server side. Otherwise, custom messages are presented as "UI_OnConnectFailed_Whatever reason the server sent back". The code in question is located on GameClient.receiveAccessDenied(ByteBuffer, short), when doing Translator.getText(). Thank you.
  5. Version? 41.78.15 Singleplayer/Multiplayer? Multiplayer Host or dedicated? Dedicated Mods? None Old or new save? Old (doesn't seem relevant) Reproduction steps: Set server to "SafehouseAllowLoot = False" + "SafehouseAllowTresspass = True" With PlayerA, Claim Safehouse and drop items on the ground. With PlayerB, enter PlayerA safehouse and perform a search. Items will be identified by Search and given the option to pick-up. Expectation: Search shouldn't be able to find any item (regardless of what item, including on land) on a Safehouse claimed tiles.
  6. Is Hotfix 41.78.15 considered as a fix for this? Since it didn't fix anything.
  7. • Version? 41.78.13 • Singleplayer/Multiplayer? Multiplayer • Host or dedicated? Dedicated • Mods? None • Old or new save? New • Reproduction steps: Start server with "AllowCoop=false" Join with normal character. Get killed (like with zombies) On the death screen, from the options on the bottom, pick "New Character". Setup new character. (Options and spawn location don't matter, can be all default). Game will be with Chat and Black screen. Last log lines: [02-12-22 01:56:22.424] LOG : General , 1669946182424> 97,061,958> using spawn region Muldraugh, KY. [02-12-22 01:56:22.425] LOG : General , 1669946182425> 97,061,958> 12 possible spawn points. [02-12-22 01:56:22.425] DEBUG: Lua , 1669946182425> 97,061,959> LuaManager$GlobalObject.setPlayerMouse> coop player spawning at 10884,10159,0. [02-12-22 01:56:22.426] LOG : General , 1669946182426> 97,061,959> Warning, root node parent is always null.. [02-12-22 01:56:22.458] LOG : General , 1669946182458> 97,061,991> coop player=1/4 access denied: Coop players not allowed. This is clearly a bug, the client shouldn't stay stuck, should either present the error to the client with the option to go back to menu or continue with the new character. Bug aside, one question I have is since the game client is not even in Coop mode, why is it sending Coop packets to the server.
  8. Ralms

    41.78 Released

    Thank you for the less than 24h heads-up between the last unstable build release and stable...
  9. Hey, I assume this is Unstable too, correct? Also, just while you are at it, if a client fails to download the map, the only option given to the players are "Quit to Desktop". Wouldn't it be better to either give "Back to Menu" + "Quit to Desktop"? Or just "Back to Menu"? It's frustrating having to start the game client again because something went wrong downloading the map while joining multiplayer. Thanks.
  10. Thank you for acknowledging it. To provide more details, the situation which has highest occurrence where a large amount of data is transmitted and would benefit from a retry logic is the map download. On high populated servers, the "Failed to download map", because 1 chunk didn't arrive is very common.
  11. Thanks for the update. I have some questions regarding these topics: Can we have a quick description of what each Anti-Cheat type is checking in the server config file? The way its now, its completely generic and hard to decide the impact it would be turning each one on or off and hard to tune multipliers (type 2, 3, 4, 9, 15, 20, 23 so far). Regarding large files downloads, from hosting a server for over 9 months now, I noticed that the Game client won't retry to download anything. If a file fails to download for any reason (several packets lost, network interruption blip, etc) it just forces the player to quit, not even return to main menu. Can we add retry logic and allow the player to return to the main menu if something goes wrong connecting to a server? Thanks.
  12. Interesting to know that TIS is not concerned with a vanilla server having the map corrupting itself.
  13. Hi, The following error / bug is on a server that has been running the same map for a few months now (since 41.71 stable was released), with no mods. Today, I run "quit" to stop the server, in order to make a proper full backup of it. Without changing anything at all, when I start the server back up, it gets stuck initializing, completely stuck on a endless loop. 2022-08-09 13:20:05,075 |chat| INFO : Faction chat '#####' created 2022-08-09 13:20:05,141 |Log| INFO : loading 19471 zones from map_zone.bin 2022-08-09 13:20:05,460 |Log| INFO : Max #ZONES on one chunk is 19 2022-08-09 13:20:06,303 |Log| INFO : InventoryItem.loadItem() data length not matching, resetting buffer position to '1136780'. itemtype: Base.LightBulbCyan 2022-08-09 13:20:06,303 |Log| INFO : InventoryItem.loadItem() data length not matching, resetting buffer position to '1136780'. itemtype: Base.LightBulbCyan 2022-08-09 13:20:06,303 |Log| INFO : InventoryItem.loadItem() data length not matching, resetting buffer position to '1136780'. itemtype: Base.LightBulbCyan 2022-08-09 13:20:06,303 |Log| INFO : InventoryItem.loadItem() data length not matching, resetting buffer position to '1136780'. itemtype: Base.LightBulbCyan 2022-08-09 13:20:06,303 |Log| INFO : InventoryItem.loadItem() data length not matching, resetting buffer position to '1136780'. itemtype: Base.LightBulbCyan 2022-08-09 13:20:06,303 |Log| INFO : InventoryItem.loadItem() data length not matching, resetting buffer position to '1136780'. itemtype: Base.LightBulbCyan The error "InventoryItem.loadItem() data length not matching, resetting buffer position to '1136780'. itemtype: Base.LightBulbCyan" will keep spamming, at around 3 thousand entries a second and will never stop. I waited for 15 mins, which shows that its clearly stuck in some sort of code bug which causes a infinite loop. Being more specific, the server printed 4.3 Million log entries with this error only in 20 mins. Will test this on 41.73 or might even just give up on the map, but thought of reporting. EDIT: Confirmed, issue persists on 41.73...
  14. Ralms

    41.71 Released

    With such a stupid response, I wouldn't be surprised that you aren't great managing servers. I'm not hosting a server for my couple friends, I'm hosting a server for dozens of people. I don't just let the server auto-update blindly and expect it to miraculously work. The updates happen on a schedule, I warn my community of: Beware, in X nr of days, server will be down for maintenance and update. And about the "auto restart" daily, I restart the server weekly and is more then stable because its not running on my toaster, is running on an enterprise server with 48GB of Ram. If you have no clue on what you are talking about, you have a good thing to do: Stay quiet.
  15. Ralms

    41.71 Released

    You guys did a good job by testing an Unstable version and just transitioning to Stable without changes. And then, you release a hotfix out of nowhere disrupting the multiplayer servers? Was this that critical that had to be released like this? Servers don't update by themselves, specially when they are running for several days straight... Now I had several players that weren't able to join because of this stupid patch, when you have the LUA checksum enabled.
  16. It has been over 24h and 41.66 is still not available as a Beta version. Are people with the steam version now going to be forced to pirate the game after having paid for it? How oblivious does The Indie Stone need to be after releasing multiplayer that servers don't update on the same schedule as they release patches? Not guaranteeing an option for legit Steam Project Zomboid owners to keep playing on the version they want, is a big middle finger on my opinion, for the people that are actually paying to play the game. Great way to show your appreciation...
  17. Thank you for failing so hard on something as simple as making available the version 41.66 on Steam before replacing the latest version with the update. Now you locked out a bunch of Steam players from reaching out to 41.66 multiplayer servers that are not ready to update, from simple lack of organization.
  18. Hey, Would it be possible to have subversions also? It would make it much easier for server owners and modders, if the Unstable builds had their own build numbers vs the Stable one. I understand that the clients are updated automatically by Steam, but still, when then you have servers do Lua and Script checks, if the server is not also running the latest version, its a terrible experience for the end user, as the game just starts complaining on specific files. Ideally, each update would have its own subversion or added letter. For example using either 41.68.01, then 41.68.02, etc. or doing 41.68A, then 41.68B. This way would easy to track and match things, by knowing that the Stable build was e.g.: 41.68D or whatever. Mostly a suggestion, as right now both mods control on what version they target or even server to client matching is a bit of a mess.
  19. What about fixing people being able to trespass safehouses while driving a car even though the server has AllowTrespass set to off? I have several players in my server literally pushing cars out of Safehouse protection area to steal them...
  20. ohhh, ok awesome, that makes a lot more sense now. That is very clear now. Thank you.
  21. From experience of running a many players, the server will increase in ram usage fairly linearly until it's using around 14 to 16GB. The issue I've noticed is that the Game server seems to be generating so much trash for the Java machine to deal with, that the Working set of the java process is 40 to 45GB, which is ridiculous. I'm not gonna say with how many players, but I've managed to have the server running on Windows reach 20GB of usage, with a Java.exe Memory Working set at 60GB. Looking at the way the game server loads, it seems that little effort was done to reduce the memory footprint of the server, where it's pretty much starting a normal game client without UI, but still loading the majority of assets. I never tried to restrict people to a single location / town, but I wouldn't expect a massive difference.
  22. Anyone? I would expect someone from the Dev team to be the only ones knowing this. To be honest, I wonder why does this forum section even exist with the lack of responses in the majority of topics being raised by people.
  23. Yeah me either, but it happens like A LOT, after chat logs, this must be up there as the most spamy thing. As such, would love to know how to fix it or know a way to identify the cause.
  24. This is cool, thank you. Question, I'm new to RCON, how do you know the schema to talk to Project Zomboid Server via RCON? is it something standard? Like, how do you know the available actions or commands? Can RCON receive like telemetry/stats periodically? like per second or every 5 seconds? Or would that require the RCON client to do that request all the time? Thanks
  25. The encoding on the server side for some reason doesn't support it. Even logging of the chat is all question marks when people type in russian. I haven't figured out yet if this is a chat issue or something else yet.
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