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Ralms

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Posts 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. 

     

    zomboid-burglar-occupation-1536x864.jpg

  3. On 2/24/2023 at 10:05 PM, tuzok said:

    Hi, I have been redirected here from discord support thread. I would like to propose giving some love to Join dialog where server browser is very very simple.
    But Project Zomboid is hugely popular and there are so many servers! For a reason! Project Zomboid shines on multiplayer. Last time I run the Steam's server browser, it returned almost 6500 results! It is either a bug in not removing already inactive servers from the list, or the number of active servers is really that high.

    In any case, such number of results calls for some significant rework as current state is preventing owners of community dedicated server from luring new players. Unfortunately, while it worked in the past, it have been broken for months! I have seen responses that it is Steam's service and nothing can be done with that.

    I disagree! After glancing at Developers documentation, I must say I am outright disappointed with lack of features I would consider essential for a successful game like Project Zomboid where number of servers is beyond 200...
    But even with current service, there are probably means of reducing the number of results into a reasonable amount. First that comes to mind is introducing regions or zones. Each server would designate a zone where it is located and clients will do listing of only one zone (preferably switchable). This should allow to reduce number of results back to a pool where doing latency check makes sense. Who would prefer to play on a server more that 250 ms away?

    But for a long term, I propose to reconsider using Steam Servers unless features gets prepared for handling much larger result counts. Using another service probably would not be for free for Devs, but it may be worth the trouble. Because the current situation is causing damage...

    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) .

     

     

    On 2/25/2023 at 8:08 PM, EnigmaGrey said:

    I assume this is also your post? https://steamcommunity.com/app/108600/discussions/6/3774616756094647293/#c3774616756100521502

    We don't really need to have the same conversation on each forum / community, imo.

     

    But the tl;dr is that the in-game server doesn't really matter very much for PZ. This isn't a game where you're going to sink maybe an hour into a match and then pick somewhere else to play; you're going to sink tens, hundreds, or thousands of hours into that server. So, use the areas dedicated to server ads / looking for groups instead of relying on the in-game server browser. 

     

    As to using something else, realistically we're not going to replicate Steam's infrastructure and provide matchmaking and UPnP support for 35k servers and 30k+ users per hour. It's just not feasible for a company our size. 

     

    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. 

    • Version? 41.78.15
    • Singleplayer/Multiplayer? Multiplayer
    • Host or dedicated? Dedicated
    • Mods? None
    • Old or new save? Old (doesn't seem relevant) 
    • Reproduction steps:
      1. Set server to "SafehouseAllowLoot = False" + "SafehouseAllowTresspass = True"
      2. With PlayerA, Claim Safehouse and drop items on the ground. 
      3. With PlayerB, enter PlayerA safehouse and perform a search. 
      4. 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.

  5. • Version? 41.78.13
    • Singleplayer/Multiplayer? Multiplayer
    • Host or dedicated? Dedicated
    • Mods? None
    • Old or new save? New
    • Reproduction steps:

    1. Start server with "AllowCoop=false"
    2. Join with normal character.
    3. Get killed (like with zombies)
    4. On the death screen, from the options on the bottom, pick "New Character".
    5. Setup new character. (Options and spawn location don't matter, can be all default).
    6. 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.

  6. 6 hours ago, nasKo said:

    Hotfix 41.78.6 - November 8th:

    - Multiplayer clients will now retry the GettingServerInfo request 3 times.
    - Fixed Encoding of Radio and TV content for Chinese languages.
    - Fixed lightbulb lifespan sandbox value error.

     

    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. 

  7. 6 hours ago, nasKo said:


    Good points. We'll add a Main Menu button and have a retry looked into again.

    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. 
     

  8. 1 hour ago, nasKo said:

    (...)
    - Adjusted Anti-Cheat Types 21-24 to result in fewer false positives.

    A note that if you do not run a public server (i.e. a server exclusively for you and your family & friends without the worry of griefing and cheating), you can entirely circumvent any sort of frustration with false positives by disabling all AntiCheat protections in the servers .ini file.

     

    - Split the large ConnectionDetails packet into several smaller packets with one of the ConnectionDetailsPacket.State enum values indicating which data is requested.
    - Improved algorithm for the transmission of large files while playing.

    - Loading screen now shows the download status of large files when connecting to a server.
    (...)

     

    Thanks for the update.

    I have some questions regarding these topics: 

    1. 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). 
    2. 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. 

  9. 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...

  10. On 5/28/2022 at 5:53 PM, SweatyMoneySLC said:

     

    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. 

  11. 18 hours ago, nasKo said:

    HOTFIX:

    - Added maxInstancesPerEmitter property to sound scripts. This is used by "M16Shoot" to fade out the oldest instances when starting a new one.

    - Updated soundbanks to include two more tracks for the new dynamic music system.


    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.
     

  12. 7 hours ago, Pandorea said:

     

    Currently it is not possible to downgrade. Beyond selecting one of the legacy options in Betas tab.

    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... 

  13. 10 hours ago, Batsphinx said:

    41.68 compiled changelist

    (Also including 41.67 from the unstable branch)



    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. 

  14. On 3/7/2022 at 4:35 PM, Batsphinx said:

    41.68 RELEASED TO UNSTABLE BETA

     

    On 3/7/2022 at 6:58 PM, lemmy101 said:

     

    Hey sorry, since it was unstable and not a stable build we didn't create a separate branch for it.


    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. 

     

  15. On 3/3/2022 at 12:02 PM, Batsphinx said:

    41.67 changelist

     

    MP
    - Clarified safehouse tooltip - show all reasons why a safehouse cannot be claimed
    - Added server option "SafehouseAllowNonResidential" to allow claiming all buildings
    - Added confirmation before releasing a safe house
    - Fixed the owner sometimes showing in safehouse member list
    - Added check when releasing safehouse if player is the current owner or an admin
    - Fixed DisableSafehouseWhenPlayerConnected teleporting players outside when a player is removed while there are members online
    - Fixed DisableSafehouseWhenPlayerConnected never replacing the safehouse after a player disconnects
    - Added updating of the safehouse online member count periodically


    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...

  16. On 1/28/2022 at 2:17 AM, kwmx said:

    Well RCON stands for Remote Console to explain it simply, you just send a command and an answer comes back from the server. If you go into Server Controls and select the 'Command Console' option you will get to send the commands manually. Type help and you will see all the options available. This protocol is used in other games (ex minecraft) 

     

     

     

     

    ohhh, ok awesome, that makes a lot more sense now. 

    That is very clear now. Thank you.

  17. 10 hours ago, comando said:

    Hello everyone,

     

    We're currenctly running a linux VPS PZ MP server for 30 players. We'd like to reduce RAM usage to keep the server going and financally stable because hosting is quite expensive where I lve in.

     

    Does anyone have any configurable advices for Operational System, Java, Gameplay features? Anything is valuable to us.

     

    The only thing we've come up so far is periodically deleting items from the ground. Do you guys think that enclosing players to a specific location (Louisville) would help reduce RAM usage as they are not allowed to travel to other locations?

     

    Thanks for your time. Any suggestions is greatly appreciated.

    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. 

  18. On 1/25/2022 at 9:41 PM, Madforce2k said:

    Yeah, I'm seeing that too frequently. But not really ran into an issue that i'm aware of.

    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.

  19. 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

  20. 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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