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dnk3912

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  1. Like
    dnk3912 reacted to lemmy101 in We're on GOG!   
    Whoops! We didn't even post about it here yet! We're on GOG peoples. We're on GOG! 40% off too!
     
    http://www.gog.com/game/project_zomboid
     
    Reaction seems (mostly) good! Thanks to everyone that helped us get there! Which is like everyone here <3
  2. Like
    dnk3912 reacted to MetalHead_Owl in Newbie Mapper Questions   
    Hello everyone!

    I've been playing PZ for about 4 years now (I created a Desura account specifically to buy PZ) and let me just say that it's one of my favourite games ever.
    And now i've gotten a couple of friends playing with me. I actually bought it as a Christmas gift for a friend and it's a blast to survive the zed-apocalypse with buddies.

    And we've decided to try and do what everyone would love to see. Their own neighbourhood in a game

    I've used Thuztor's amazing guide for the mapping tools and i've managed to create my house!
     
     
    For comparison:
     
    I'm starting to teach my friends how to use the mapping tools so we can all build the map together but I still have some questions that i'm sure some of you more experienced mappers can help me with:
     
    We would like to create our neighbourhood, but we'd possibly look to expand it to reach another friend's house. If we start a map, say 6x6 cells, could we expand it further and add like 5 cells horizontally/vertically? Can I create "half-walls" (similar in function to fences/railings)? The idea is easier shown than explained: I have that, but it's a full wall. How can I make it a "half-wall", something akin to a railing?
    About lighting, what do I need to do so that if the building has power, you can turn the lights on and off? Just add the switch to the walls? Will the ones marked in red work?  
    That's all I can remember right now. Thanks!
  3. Like
    dnk3912 reacted to nasKo in Mondoid Reposts   
    Evening all, it’s starting to feel like we’re on the exit trajectory in terms of getting Build 33 out for public consumption – so let’s make that the first order of the Mondoid.
    IWBUMS 33.8
    Build 33.8 has just been released,  and if you want to give it a whirl then you can join in on the IWBUMS beta channel (details here), and submit any issues you discover on the bug tracker.
    As you can see in the patch notes, it’s bug fix central – but the biggest change is that to finally defeat the snaps and crackles that people were hearing we’re now running everything through FMOD Studio rather than only the key ones we wanted to play around with.
    This means we have more control and management overall, while also killing off the pops. It also means there might be a smidge more balancing required before we release properly, so please provide feedback in the thread if needs be. In other news, the helicopter is now a bit less ‘Eye of Sauron’ too.
    MP IMPROVEMENT WORK
    While we concentrate on the particulars of the main game we’ve got the gallant chaps at General Arcade working with us to improve the MP experience, because we’re aware that launching a Steam server is a much more involved process than many would like.
    Now that they’re in the cut and thrust of development, and good progress is being made, we’re comfortable enough to report that Serge and Gennadii are working on a co-op mode that’s launchable in-game, and that other players can join directly. While it’s unclear what practical player limit there may be, the plan is that a manual server launch and set-up will no longer be necessary for small co-op groups.
    They’re also working on (and if you’re of a technical mind then here comes the science bit) UPNP / NAT Punchthrough to get rid of the need for port forwarding. Ports are also being simplified, so server/client/coop will only use one port and map data will be transmitted through Steam/Raknet directly instead of a separate data transfer port.
    This means that, outside of disconnects, we’re also aiming for a positive impact on issues like map streaming breaking down. We’ll see how we go with it, and it’s all work in progress stuff, but it’s all really exciting and we’d like to thank our favourite code ninjas for all their hard work so far.
    THUMPY ZOMBIES
    Up until now roaming zombies have generally felt the urge to thump on any doors and windows they walk into, even when they haven’t seen or heard the player. This activity is a regular talking point, and although we see it as a part of the hardcore Survival experience in 33.8 we’re experimenting with it a little and as such in Initial Infection and The First Week zeds will only get thumpy when they’ve been alerted.
    There’s also the new ‘Environmental Aggression’ zombie lore option in Sandbox for those who prefer to set their own world/zed state. Beyond this, we’ve also got a few other ideas that we hope will maintain the awesome feeling of roaming zombies barrelling past your house while you hold your breath inside, while not actually nerfing the game too much. All feedback appreciated on the forums!

    This week’s featured image from Ragnar over on Steam. The Block of Italicised Text, would like to direct your attention to the PZ Wiki should you feel like editing or amending something, and the PZ Mailing List that can send blogs like this and patch notes direct to your mailbox.
  4. Like
    dnk3912 reacted to ModdedTibby in Help with server errors?   
    Things have drastically changed since you were here.
     
    What I would recommend is logging into steam and find the steam tools.  Inside there in that list you will see Project Zomboid Dedicated Server.  You can either download the offcial build there or you can enter the IWBUMS build by right clicking and go to properties and at that point enter the beta tab at the top.  You will need the password found below. 
     
    http://theindiestone.com/forums/index.php/topic/4183-iwbums-the-i-will-backup-my-save-branch/
     
    Once you run the server here you server will be steam enabled and you can see the settings it produces and alter what you need to like before in the Zomboid user folder. From here you can add what mods you want to use using their ids that are on the steam workshop to your servertest.ini.  This allows the feature of any players looking to join your server will download any mod you have listed there automatically.  Furthermore if the mod updates all you simply have to do is save and quit the server properly and reboot it, at that point it will automatically download any mods that need updating.
     
    Hope this helps and enjoy.
     
    Note - That there is an alternate way to get it, but i find this is easiest for most people.  You can also use SteamCMD to manually download all the server files.
  5. Like
    dnk3912 reacted to EnigmaGrey in Help with server errors?   
    You can only have one map on this line: Map=Muldraugh, KY, BedfordFalls, Mod_Phoenix, NewDenver, South Muldraugh
     
    Learned that the hard way. The only way to have multiple map mods installed is to manually add and overwrite the files in Muldraught, KY (Project Zomboid\media\maps\Muldraught, KY). Kind of a pain to properly set them up, though.
  6. Like
    dnk3912 reacted to Rathlord in Mondoid Reposts   
    Hello survivors! A bit of a ‘getting on with it’ Mondoid this week as, as you can expect, we’re all busy bees working on the latest IWBUMS.
     
    IWBUMS 33.2
     
    In case you were barricaded under a rock you’ll knoe that we’re currently in the midst of a test of a (still incomplete) build 33 on our I Will Backup My Save branch, and as expected work continues on both fixing up what is currently in the IWBUMS branch, with Will working on getting the initial infection TV and Radio into the game, as well as bug fixing those pesky typos and other bugs. Turbo is fixing up the issues that have been reported with the furniture moving system. Meanwhile RJ has been continuing with the sound system fixes. Here’s a few words from RJ himself on his build 33 stuff:
     
    “Build 33 is on his way on our IWBUMS branch, we released a patch already so we’re on 33.1! Bugs still exist, but it’s mostly balancing the new sound engine and difficulty.
     
    Some report that Survival is way too hard, still need to know if it’s REALLY too hard or it’s just people having bad luck or not skilled enough to play Survival (which is meant to be hardcore ), but for those people, the normal mode should be ok!
    So this is a hard piece to balance, but it’s progressing!
     
    About sound, it’s the same, I balanced them a lot, made the reverb better outside, but still need to work on it so it doesn’t feel like your under a big metal dome!
     
    Annnnd I also hear you “what about Steam Server update!” Well, I’m on it too, I fixed some bugs for multiplayer caused by the new sound engine, and I’m trying to get that steam server working, it’ll be probably for this week, maybe tomorrow with some luck!
     
    In the meantime I may release another patch with bug fixes/balance, it’ll depend how well the Steam Server bugs are progressing…
    So it’s getting there, build looks pretty solid so far and I think we’ll have bug fixed rather soon for a public release!”
    CREATIVE
    We’ve still got a bit of finishing off to do on the new Creative Mode systems. The latest addition was a virtual object system which allows for tbx, tmx or clippings, as well as road segments, instead of being placed permanently within squares on the map, instead to be made into virtual objects which are placed on the map, but do not destroy the tiles they are placed on, only override them while the object exists in that place. This means they will remain an moveable object you can drag around without permanently distubing what goes underneath.
     
    The original reason for this feature was to make the creation of road networks much easier, as it opens up the ability to have simple nodes that connect to eachother, and to form the actual tiles of the road and pavement virtually, calculated over the top of the base game map data. These can then be tweaked and changed as the map is expanded without having to clear out areas of the map. There would be of course a performance hit incurred due to lots of these virtual objects, so at some point these will need to be turned into permanent things on the map, and how that happens has yet to be decided. Either players / servers will have the option of committing these elements permanently to the map once the creators are satisfied with them, or maybe when the player runs sufficiently away from the object so that it streams out, it’s not clear which is the best option for simplicity / performance.
     
    The roads are the pretty much last thing to get right, apart from a few fixes for making sure everything works on multiplayer, before Creative could be added to the IWBUMs.
     
     
    Hello! Remember you can sign up to our newsletter to get this stuff direct to your inbox! We would like to remind you to visit our wiki, and thank Moss from the Steam forums for the title image. Rest in Peace Fort Moss.
  7. Like
    dnk3912 reacted to Blasted_Taco in RELEASED: Build 33   
    TV-"Everything is under control, we are going to take the mesures so the safety of the residents of Muldr-"
     
    People in the house-"OH MY GOD WE ARE DOOMED! ANGELICA GRAB ALL THE BOXES OF NAILS, LEAVE THE FOOD BEHIND, WE DONT NEED THAT SHIT!"
     
    *both of them run outside and get mauled by 1 single zombie while leaving everything on*
  8. Like
    dnk3912 reacted to RobertJohnson in RELEASED: Build 33   
    Released!
    [NEW STUFF]
    FMOD: New sound engine!Tons of new sounds and ambient! (fridge buzz, water drip, birds...) New random music algorythm: some weird music will start at night to give a creepy ambient! Proper 3D sound! The helicopter will now circle around a player, you'll need to hide (forest or house) for it to stop! Added an ambient volume slider in the option. New randomized buildings:Some buildings will now be burnt, looted or already barricaded. Some will have specific professions loots Made world more alive, some windows/inside door will be open. New main menu!Allowing to custom your difficulty settings easier. You can choose a difficulty for the world/zombie and then for your starter/character. (need more balancing) Choose from "The First Day" to "6 Months After the Apocalypse" (hard early game), and don't forget our hardcore Survival (hard late game!) Then select if your character will start with some bonuses, such as items or xp multiplier! New trait: herbalistWith this trait you can find medicinal herbs by foraging. They'll help you fixing your broken bones, your stomach disease, etc. Some will require to be transformed in poultice with a mortar and a pilon! Now each new game a random berry/mushroom (yay mushroom!) will be poisonous, same for multiplayer and only the herbalist will know which one you shouldn't eat. Not a herbalist? Take care when eating berries Radios TVs Moveable furnitures! (icon is on the left) Balanced zombies grouping a bit, start game should be way more easier (no zombies thumping at your door when you spawn, less zombies around you, etc...) Added sandbox options to make zombies thump only if they're chasing/heard a sound (still enabled in 6 months/survival) Added /alarm server admin command to force an alarm to play in the current room. Added farming mag to learn the mild flies cure Added electronics mag to learn how to make and add remote trigger Added way to learn remote controller v2 and v3 in electronics mag PZServerSettings edits INI as well as SandboxVars.lua. Save players every minute instead of every 2 seconds. Active translation mods will be loaded when joining a server. Added a context-menu item to show the remaining water in a Rain Collector Barrel. The info is shown by a tooltip. The menu item is displayed only when the player is close to the barrel. Zombies that fall from a height fall over and take some damage. Added buttons to enable/disable mods. Double-clicking still works. Added warning about Workshop items not being displayed when Steam is disabled. The URL button in the Mods screen opens the Steam Overlay to a mod's Workshop page if it has one. PZServerSettings reads/writes servertest_zombies.ini (i.e., the advanced zombie population options) The Maps= line in a server's INI file may contain multiple maps separated by semicolons. Previously, the only way to combine maps was by creating a new map with a map.info file that referred to the other map directories. Added MaxAccountsPerUser to limit the number of accounts tied to each SteamID. If this number is zero (the default) then there is no limit. Admins may create any number of accounts for themselves. [FIXES/BALANCE]Canned food now appears as food and not "normal" item (can't be eat tho, need to be opened first) Crafting UI displays spices and poison already added to a recipe. Crafting UI displays poison icon next to known poisonous ingredients. Fixed watermelon sliced/smashed weight Possibly fixed multiple copies of other players appearing in multiplayer. Fixed speed of falling not considering framerate. Reduced movement rate when going up or down stairs. Fixed OpeningHours sprite bug. Fixed flickering when in the Lua debugger. Fixed health-panel errors when spamming right-click actions. Fixed some outdoor chairs showing "Remove Bush" in context menu. Fixed generators only powering levels 0,1,2 no matter which level the generator was on. ProjectZomboid exe prints any exception after running the main() method. Fixed an exception with footstep sounds when the player was falling. Fixed lighting flashes not working when shaders were turned off. Fixed clicked-on worn clothing not being used by a recipe. Fixed a number of issues with using the bundled Java Runtime Environment on Linux.
  9. Like
    dnk3912 reacted to Batsphinx in The patch 33 anticipation / theoretical gambling thread   
    http://theindiestone.com/forums/index.php/topic/17110-released-iwbums-33/
  10. Like
    dnk3912 reacted to pzdan in The patch 33 anticipation / theoretical gambling thread   
    There's a special place in Hell for you.
  11. Like
    dnk3912 reacted to Svarog in The Silver Lining of NPC Delays Etc   
    I really hope NPC bandits will not be that. KOS is fucked up at it's core in any video game other than maybe ARMA, there is no cheaper way to die in any video game ever, but that behavior from an NPC is acceptable, for me, that behavior from players is not, it just screams "I'm too stupid for anything other than Run & Gun so Fuck You".
  12. Like
    dnk3912 reacted to EnigmaGrey in Older versions...   
    2.0q https://www.dropbox.com/s/ijyk4z6mgpbtb6a/pz_0_2_0q.zip

    2.0r 2.5 https://www.dropbox.com/s/zz1rvhekgexgyey/SetupProjectZomboid_RC2.exe

    As per http://theindiestone.com/forums/index.php/topic/1437-old-versions/#entry21445 no support is offered for these files.
  13. Like
    dnk3912 reacted to Blasted_Taco in The Silver Lining of NPC Delays Etc   
    From my point of view, sometimes is more amusing to play wiht NPCs because you get neat stories from them (Rouge Survivor comes to mind everytime)
     
    I do play RP but it usually leads to some bad soap opera drama going on, then we get players trying to be try-hards or having some sort of "MY CHARACTER IS CRAZY YOO, LIKE THE JOOKER AND SHIT" that really takes me out of the game or the typical canniblas that are so original with their background stories (i never seen a good cannibal character in any MP RP server period).
     
    I do love me some MP moments but they are far and between too sometimes that i cant quite get that feeling off me that i prefer to play alone with my bots friends that with some people sometimes.
     
     
    TL;DR: I love MP but i prefer to play with the promised NPCs alone so i get more immersed in my game, also sometimes servers are empty.
  14. Like
    dnk3912 reacted to f3rret in The Silver Lining of NPC Delays Etc   
    Honestly, I'm more impatient for BBQ moving than I am for NPCs or cars. I can justify in my head that everyone is dead and they stole all the cars. But why is that BBQ bolted to the grass?? WHY???
     
    Seriously though, take your time and make it good. You're rolling out enough side-features and challenges and other things to keep it interesting, and I'm pretty sure I've already gotten my money's worth.
  15. Like
    dnk3912 reacted to EnigmaGrey in The patch 33 anticipation / theoretical gambling thread   
    I'll turn this build around.
  16. Like
    dnk3912 reacted to ethanwdp in The patch 33 anticipation / theoretical gambling thread   
    Wait a second... That's a lie!
    Crossing the streams is a Ghostbusters reference. Ghostbusters was released on June 7 1984, and its sequel was released June 16 1989.
    7 + 16 = 23, 84 - 89 = 5, 5 + 23 = 28.
    Build 28.3 was released on July 2, 2014. 28.3 - 28 = 0.3. Remove the decimal point and round it and you get 3.
    2014 is 30 years after 1984. 30 + 3 = 33.
     
    July (7th month) + June (6th month) + June (again, 6) = 19.
    There is no 19th month on our calendar, but emphasis on our. The Tzolk'in calendar has 20 uniquely named days, and the 19th is named Kawak.
    Kawak has five letters. 19 - 5 = 14. 14 divided by two is 7. 7 is considered a lucky number, along with 6. 6 + 7 = 13. 13 is an unlucky number, but 7 isn't, so this must be representing the struggle and triumph of Project Zomboids development. 13 - 7 = 6. We're back to 6 again, so 66. 66 divided by 12, the maximum amount of months in our calendar, is 5.5. 5.5 rounded upwards equals... Mother of god, 6 again!
    We now have 666.
     
    Since 666 is the number of the devil, we can assume Satan will be unleashed when Build 33 is released. Jesus has an alternative name, Yahweh, which has 6 letters. Spiffo has 6 letters as well.
    From this we can gather that Spiffo is, indeed, Jesus Christ.
     
     
    Wait, what were we talking about again?
  17. Like
    dnk3912 reacted to ethanwdp in The patch 33 anticipation / theoretical gambling thread   
    There's going to be NPC's. Lenny confirmed it in his dev log
  18. Like
    dnk3912 reacted to Fireman in The patch 33 anticipation / theoretical gambling thread   
    You are TEARING ME APART EnigmaGrey.
  19. Like
    dnk3912 reacted to Z3759xy in Downtown(On Hold)   
    Hello Community,
     
    Some time ago, I started looking into/playing with the Maptools, in my spare time.
    After I made my first building, "it" evolved into a whole cluster of buildings.

    This "cluster of buildings" looks very close to an area where I grew up (althrough a bit modified, to fit the PZ-universe).
    For now, there are 2 Cells (not complete).
    But I like to expand it a little further, by making it a 4 Cell city.
     
    There are some buildings I used/adjusted, made by other community members:
     
    - DoctahWong_cortman-medical
    - Doublebrain_ abandoned-factory
    - Jinja_house-1 and house-2
    - mendonca_modern-villa-R
    - Phex_garages
    - Veged_small-house
     
    Many thanks, to those(and all the other) members for sharing.
    Downtown Mod-folder:

    Dropbox
    or
    Zippyshare
    Instructions:
    Special thanks to The_Indie_Stone, and all who made it possible, for releasing the Maptools!
     
    Suggestions, ideas or critism are welcome.
    If you find any bugs or issues: please do reply or send a pm, thanks.
     
    Kind regards,
    Z3759xy
  20. Like
    dnk3912 reacted to Firechaser in South Muldraugh   
    Welcome to South Muldraugh!
     

     
     
     
    This little Town is located to the south of Muldraugh (obviously  ) direktly on the Route 31. This town is home to a once great Factory and the US Military.
    The map has an urban center which is crawling with Zeds but oviously has a high reward for those who manage to get there and back savely. 
     
    Points of interest are:
     
    Big Factory to the South  Farmhouse direkt by the creek Military Base to the East Serveraly isolated locations for you to set up base And of course a once busy city center Since there ist no map overlay yet you will have to find the POI yourself 
     
     
    Credit goes to:
     
    This map project uses some buildings from the Forum so I have got to give credit to the amazing people who upload their buildings.
     
    Jela331 for the amazing buildings from Rebuild Sieben for the cool Military style buildings Veged - Arma 2 Firestation cmseter BeastlyBean I may have forgotten someone   
    A couple of buildings are my own. I will upload them to buildings section for everyone to get their hands on. 
     
     
    Download Link:
     
    https://www.dropbox.com/s/60ect56clze21to/South%20Muldraugh.rar?dl=0
     
    I will also be uploading to the workshop. But I find the forum should be a always have a link as well. 
     
    Installation:
     
    Place "South Mauldraugh" Folder inside C:\Users\"Enter Username Here"\Zomboid\mods\ and enable in game!
     
    (Easier to just download over Steam)
     
    I will also be uploading to the workshop. But I find the forum should be a always have a link as well. 
     
    Disclaimer:
     
    If you are interesed in playing this map give it a download and give me some feedback. Its still a working project so there might be a few bugs here and there  . Post bugs here or on the workshop,
  21. Like
    dnk3912 reacted to EnigmaGrey in Sun/Moon position and moon phases in interface   
    I'd rather that if the player were outside or near a window, and without a watch, than the current always-present digital clock.
  22. Like
    dnk3912 reacted to BayCon in Sun/Moon position and moon phases in interface   
    Oh I like that!
     
    Look out the window > know the time
    Go outside > time shows up
    Inside/Can't see outside > time is not known
    Equip a watch in the main inventory > always know time
     
    That would be freaking cool.
  23. Like
    dnk3912 reacted to Blasted_Taco in The patch 33 anticipation / theoretical gambling thread   
    I prefer having this type of thread of kids asking "are we there yet" than the kids going berserk and start saying "Dad you suck so much you take too long, your car sucks too, look how busted is this seat, i hate you!" while throwing a fit of rage in the backseat.
  24. Like
    dnk3912 reacted to EasyPickins in RELEASED: Build 32.30   
    Fixed Steam servers not being able to download Workshop items. Servers use WorkshopItems= INI option that takes a list of Workshop item ID numbers separated by semicolons. The server will download/install/update these items when starting up. Example:
    WorkshopItems=490954937;492428344;492886697;492887139How do you get the Workshop item ID numbers? Workshop item creators will need to update their workshop items. The Workshop ID will automatically be added to the end of the item description when submitting an item update. For items that haven't been updated, the URL of the item contains the ID, you can see it by visiting the item's page in your webbrowser. Example:
    http://steamcommunity.com/sharedfiles/filedetails/?id=492887139Clients will see this when joining a server that requires workshop items they haven't installed yet:
    Fixed scoreboard not showing Steam details for distant players (all those %1). ProjectZomboid64 exe uses ProjectZomboid64.site.json if it exists so people can customize JVM args. Ditto for ProjectZomboid32 and ProjectZomboid32.site.json. This was added because the original .json files may get overwritten when the game updates. ProjectZomboid64/32 accept JVM arguments in addition to game arguments. This can be used to override vmArgs in the .json file. JVM arguments must end with a --, even if there are no game arguments. Example: ProjectZomboid64.exe -Xmx1024m -- -nosteamAdded Password= INI option, if set, it specifies the password every user connecting to the server must enter in the server browser. Server lists display a lock icon next to password-protected servers. Setting Open=false no longer keeps a server out of the public server list. /banuser on a disconnected user also bans that player's SteamID. Log messages on Steam servers contain the SteamID instead of IP address, due to the Steam networking stuff not making it easy to get a player's IP address. The /list command displays IP or SteamID for players. IP addresses are not banned on Steam servers, but SteamIDs are. Removed the "ban ip" admin button on the scoreboard on Steam servers. Fixed the UI that shows when you join a server through Steam's own server browser. Steam profile names are no longer displayed in Steam's server browser. It uses the regular account name. Fixed kick/ban messages not being displayed on the client sometimes. Handle +password commandline option when joining a server using Steam's server browser. Fixed crawling zombies sometimes getting walking-zombie speed. Fixed multiplying traps when placed, disappearing traps when thrown. There's still a bug where you can pick up some traps after placing them, leaving an invisible trap behind (beeping Alarm Clocks for example). (Issue #002123) Added getModInfoByID(modID) Lua function. Fixed "Navigate + Use Doors" zombie Cognition setting. The locked/barricaded/etc state of doors/windows wasn't checked (zombies would walk through locked doors). Doors/windows being opened by zombies wasn't synced in MP. (Issue #002121) Options screen now has Back/Accept/Apply buttons. (Issue #002120) Set fullscreen and resolution at the same time when applying option changes. AutoCreateUserInWhiteList works with an empty password. If a client connects without a password originally and with a password another time, the password is updated in the whitelist. The 'steamid' field in the whitelist is updated every time a client connects. Added "Blood Decals" option to limit the number of blood sprites rendered. "None" is an option. This is mostly for people with no-so-great computers in multiplayer. Made the "Mute" button in the scoreboard visible to non-admins. This stops a user's chat messages showing. Fixed /reloadoptions causing options to be listed multiple times by /showoptions. Added stuff to Windows .bat files so they don't start in C:\Windows\System32 when run as administrator. Added "Borderless Window" option. The game must be restarted for this option to take effect. Added console version of RCON (no gui). -a is the address, -p is the port (defaults to 27015) and -w is the password. Each command should include the arguments to the command. Example: rcon.bat -a 128.32.45.1 -p 27015 -w MyPassword "changeoption Open false" "kickuser Bob" quitRenamed /list to /connections. /list wasn't displayed by /help before. Added /disconnect that takes the connection number to disconnect. Example: /connectionsconnection=1/1 <IP or SteamID> player=1/4 id=0 username="SomeUser" fullyConnected=true/disconnect 1Disconnected connection=1 username="SomeUser"Fixed blood-travel distance when stomping on zombies in multiplayer. Fixed position of the Chat context menu (used to clear the chat text). Added (CURRENT) resolution as the first in the list of choices in the options screen. If the window had a non-standard size, then the first resolution was the one selected even though it didn't reflect the window's current size. (Issue #002130) Added a UI to set the time before bombs explode.  It works with controllers. Fixed lighting bug in coop when one player had "Cat's Eyes" trait. (Issue #002132) Fixed ambient sounds (house alarms, etc) not playing relative to the closest player in coop. (Issue #002132)
  25. Like
    dnk3912 reacted to hoodie in Server Setup Questions   
    Hey mate, I have been suffering myself from basically zero proper documentation on the web. What you are looking for is 2 files and if you want to make a whitelist with users you'll be editing 3 files. I'm not a Linux guy, so pls excuse layman's talk or unnecessary information I will assume you managed to INSTALL the server, so far, and you only want to change configs:
     
    Your root directory should look like this: http://1drv.ms/1L8lq6r
    You need to edit two files. Your server settings are here:
    server/Zomboid/Server/serverPZ.iniNote, if you want your server to be private set "Open=false". People will now NEED to be in the user database (explained below) to access the server. 
     
    And to change the Sandbox settings (loot, rotting speed etc) you need to edit this one:
    server/Zomboid/Server/serverPZ_SandboxVars.luaThe BEST approach to edit the sandbox settings is to use the server settings tool located in your local PZ game directory; it has a simple interface to make the settings and will save a serverPZ_SandboxVars.lua file which you need to copy to the folder above, of course. There was an update, apparently, but I cannot find the post here in the forum. If you trust me, you can download it from here as well: http://1drv.ms/1LnnF87
    So, you should be covered with settings such as spawn rarity, and having public=false etc to make it private.
     
    Now to the USERS. Here you will have to edit a small database, super simple: I have used THIS tool to edit the db: http://sqliteadmin.orbmu2k.de/
    The db is located in:
    server/Zomboid/Server/db/serverPZ.dbJust open it with the editor above, and open the table under Tables/whitelist/id by clicking it, then open the tab "Edit Data" to the right. There should be a single entry for an admin. You want to add users, so hit the "+" to add a row and add "serverPZ" into the empty "world" field, then you can set a username and password and optionally make this user an admin or mod or not.
     
    The whole thing should look similar to this: http://1drv.ms/1LnnwkY
    Close the tool and copy the db back to the server in the folder above, of course.
     
    And while we're at it, I was struggling hard to get MODS running on my server as it is explained different everywhere and basically it's probably going to change again soon. I got Littering 1.9 and Hydrocraft running by doing this:
     
    1. Edit the serverPZ.ini and add the Mods names* separated by ; and no whitespaces, such as:
    Mods=Hydrocraft;Littering 1.9;More Zombie Loot;Also, copy your mods folders incl. content (which you may have downloaded from pz-mods.net/mods maybe) manually to this folder:
    server/Zomboid/Server/mods/So it looks like this (with the mods listed above for example): http://1drv.ms/1FM9BCF
    Make sure you don't install these type of mods in the middle of a game. The server should be "fresh". This also applies for the sandbox settings, apparently, because changin e.g. Zombie Speed may result in having a mix of various bugged zombies. Reinstall your server, edit the settings, make sure everything is how you wanted it and THEN start the server.
     
    Hope this helps
     
     
    P.S. Installing MODS (linux Server)
    With Mods stuff may change or there are other approaches, as I didn't get "More Zombie Loot" to run on my linux box and the creator of the mod said this:
     
     But I don't want to mess with this right now, as I got the 2 other mods to run with the method described above.Still, this seems to be the appropriate way (in the future?) as it's also described as such here: http://theindiestone.com/forums/index.php/topic/16470-released-build-3230/
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