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JohannesMP

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  1. +1. Being able to simply provide a collection field in my server .ini file would help a lot when running a dedicated headless server.
  2. Yeah, that seems to be right; 64 bit debian with 32bit jvm: $ uname -aLinux phoenix 3.2.0-4-amd64 #1 SMP Debian 3.2.68-1+deb7u1 x86_64 GNU/Linux$ ldd /home/games/ProjectZomboid/ProjectZomboid_964/projectzomboid/libRakNet32.so linux-gate.so.1 (0xf7743000) libstdc++.so.6 => not found libm.so.6 => /lib32/libm.so.6 (0xf7585000) libgcc_s.so.1 => /usr/lib32/libgcc_s.so.1 (0xf7568000) libc.so.6 => /lib32/libc.so.6 (0xf73be000) /lib/ld-linux.so.2 (0xf7744000)When I try to install lib32stdc++6 I seem to get some dependency issues: $ sudo aptitude install lib32stdc++6The following NEW packages will be installed: gcc-4.7-base{a} lib32stdc++6 0 packages upgraded, 2 newly installed, 0 to remove and 0 not upgraded.Need to get 491 kB of archives. After unpacking 1,394 kB will be used.The following packages have unmet dependencies: gcc-5-base : Breaks: gcc-4.7-base (< 4.7.3) but 4.7.2-5 is to be installed. gcc-4.9-base : Breaks: gcc-4.7-base (< 4.7.3) but 4.7.2-5 is to be installed.The following actions will resolve these dependencies: Keep the following packages at their current version:1) gcc-4.7-base [Not Installed] 2) lib32stdc++6 [Not Installed] Accept this solution? [Y/n/q/?]I'm not super familiar with linux so I'm not sure what to do in this case. Would it be easiest to instal the 64 bit jvm, and use that with project zomboid? If so, is it possible to install both and refer to one or the other explicitly? I have some other applications (Atlassian's Jira/Bamboo/Confluence) that I believe rely on the 32 bit jvm so I am cautious in just replacing the 32 bit outright.
  3. I'm trying to follow the multiplayer FAQ instructions for setting up a linux multiplayer server on my Debian 7.8 installation, running java 1.8.0_45 (Java SE Runtime Environment). I'm getting the following error message when I'm attempt to run projectzomboid-dedi-server.sh: Java HotSpot(TM) Server VM warning: ignoring option UseSplitVerifier; support was removed in 8.0Loading RakNet from: /home/games/ProjectZomboid/ProjectZomboid_964/projectzomboidException in thread "main" java.lang.UnsatisfiedLinkError: /home/games/ProjectZomboid/ProjectZomboid_964/projectzomboid/libRakNet32.so: libstdc++.so.6: cannot open shared object file: No such file or directory at java.lang.ClassLoader$NativeLibrary.load(Native Method) at java.lang.ClassLoader.loadLibrary0(ClassLoader.java:1937) at java.lang.ClassLoader.loadLibrary(ClassLoader.java:1855) at java.lang.Runtime.loadLibrary0(Runtime.java:870) at java.lang.System.loadLibrary(System.java:1122) at zombie.core.raknet.RakNetPeerInterface.init(RakNetPeerInterface.java:30) at zombie.network.GameServer.main(GameServer.java:149)It claims that it cannot open libstdc++.so.6, and when I run sudo apt-get install libstdc++6 it says that "libstdc++6 is already the newest version." Any tips on how I should proceed, and what I could potentially do to fix this would be much appreciated
  4. I'm looking at starting a multiplayer server with a custom map (the last time I hosted one was in February of 2014), so I'm Interested in this as well.
  5. I agree. For my mockup, it was just easiest to take the existing map and apply some quick photoshop filters. I was not intending for the in-game implementation to look like that. It would also be easiest to implement since it literally just uses the existing texture data. I would also like a simplified map that actually looks like a hand-drawn map, but it's difficult to make a reliable enough mapping algorithm that can deal with any custom map you throw at it, while still looking simplified enough, but also informative enough. After all a player needs to be able to, by looking at the map, figure out where they might be on the map. Yeah. I think it would make sense that you can only add to the map when you pull it out, and doing so forces you to stand still. I think it would also make sense if your character 'remembered' the last 2-3 screens worth of scenery and would fill that in on the map automatically, but not much more than that, to prevent the scenario you described. I think as with any mechanic, a good middle-ground would need to be found of balancing it so that it's not so tedious that you need to stop and map every 20 steps, but also can't just run from one edge o town to the other and have everything mapped out perfectly. I think the lore of it is not as important here. If I run a custom map on my server I don't care if a player's character supposedly knew the layout of the town because they lived there; I more care about my players being able to find their way around without getting lost, or having to look up the map online. Currently the only solution seems to be looking up a complete map on the wiki or similar sites, which even from a lore point of view is ridiculous; Even if you live in a town you wouldn't have an encyclopedic knowledge of every single building and what it might contain.
  6. The Base.Map Item Looking through the list of items that can be spawned in the current IWBUMS build, I noticed a new item, Base.Map: Does this have any use yet? As far as I can tell you can equip it, but it does not actually do anything yet. I'm curious, what are the plans for this item? Current Maps for Project Zomboid I dislike using online resources such as pzmap or the Wiki because to me that feels like cheating. My character shouldn't magically know where everything is in the world. Unfortunately given how big the map is now, and will continue to expand with future additions, it has become almost impossible to navigate without some sort of map. I think adding an in-game map that a player can 'uncover' by exploring, similar to what Minecraft does, would not only remove the need for an external map 'cheat', but would also provide the player with a useful mechanic for figuring out where they haven't been, and a neat metagame to try and uncover all of the map. Proposal for an In-game Map Ideally, if I equip the Map item, a new UI window should open that shows all the parts of the map that I have explored so far, in a simplified, scaled-down rendering with basic pan/zoom functionality. It doesn't have to be pixel-perfect like pzmap, but clear enough that I can recognize the layout of buildings and such. For an example of what I mean, here's a quick mockup of what the map could look like as the player uncovers it: (click for full size) And what it could look like fully revealed: (click for full size) The map should be generated dynamically based on what is currently in the player's view range, so that: Changes to the world, such as a house burning down, or new farms/constructions would only appear when the player can actually see them It would work regardless of what map a server decides to run, even if it's a custom map. The map offers the player a way to figure out where to go: "oh I never went down this street" Other potential mapping mechanics: You can share a map with another player (if they have paper and writing material). To account for the transfer time of the map image data that the client would need to receive from the server, this process could use the same progress-bar UI as when reading a book. After all, copying a map takes a good bit of time anyways. You can only add to the map if there is enough light, so you would need to either map the area during daylight, while streetlights are still on, or with a light-source. The map window would just read "It's too dark to see where you are" A simple marker placement mechanic that allows you to mark points of interests. Right clicking on the map brings up the option to place a marker. A marker stores a short title, and an optional short description. (Aquaria had a similar mechanic) Instead of requiring a Map item, just bind the mapping mechanic to 'M' and just let the player always use it. Similar to Aquaria it could just cover the whole screen while you are looking at it, and M just quickly toggles it on and off. Finding the Map item now just adds a faded out underlay below the map that you've uncovered, so you know where everything is, but can still see where you haven't been. Some server-side settings could include: Enable Mapping Enable Map trading Enable Mapping requiring light Enable Player's position on map Enable Nearby Player positions visible on map (perhaps in conjunction with a radio or other item that enables a 'party'?) I would also like to strongly advise the PZ devs against just implementing an in-game version of pzmap. You have the potential for a really fun mechanic here, that will force players to explore, and also help them figure out where they have not explored yet. Just giving players a static image of the current map would be dull, and not nearly as useful.
  7. This worked just as I had hoped! With this file the server no longer requests a password when starting up. This did not work: On my Server's Project Zomboid Installation, I extracted the files into the network folder as instructed, replacing the relevant old files I deleted all existing Zomboid/db files I ran the server, which (as expected) prompted me to enter an admin password. Attempting to log onto the server (with or without admin) resulted in the client hanging on 'Connecting...' indefinitely in the Server selection window. The server log while connecting, not showing any errors: *** SERVER STARTED ****server is listening on port 16261ID_NEW_INCOMING_CONNECTIONid=0 guid=1398773760401318User admin is trying to connect.Connected new client admin ID # 0 and assigned DL port 16262Shared zombie descriptor packet size is 64KB Switching the db files out for the one you sent me that worked before applying the modified network files, I once again get stuck on "Connecting..." on the server list. Since I was unable to log in, I cannot confirm if running /quit on the server would have closed the database file.I ended up reverting my project Zomboid installation with Steam>app_update 108600 validate For the time being, I can run my server thanks to the correctly formatted servertest.db file you uploaded for me, and I hope you guys will manage to figure out what is preventing the database from saving in future builds.
  8. Could you please try uploading a correctly formatted servertest.db file for me to test? I'm hoping that, while the file may not be generated correctly automatically, it will at least work as expected and save the entry if it has a working db file. That way there is a chance that I might be able to at least run the server in the meantime while you guys are looking into the underlying issue.
  9. Here's what I tried doing on my VPS server: 1. I completely Deleted the SteamApps/common/ProjectZomboid directory and corresponding SteamApps/appmanifest_108600.acf file. 2. I logged into steamcmd and ran Steam>app_update 108600 -beta iwillbackupmysave -betapassword iaccepttheconsequences, which correctly downloaded the Project Zomboid folder. 3. I made sure to validate the app: Steam>app_update 108600 validate Initial App state (0x4) installed App state (0x20104) validating, progress: 0.05 (697386 / 1421749350) App state (0x20104) validating, progress: 35.29 (501792825 / 1421749350) App state (0x20104) validating, progress: 83.44 (1186358397 / 1421749350)Success! App '108600' already up to date.4. I completely deleted my /root/Zomboid folder 5. I ran the server with the projectzomboid-dedi-server.sh shellscript, except I changed -Xms4096m and -Xmx4096 to -Xms1536 and -Xmx1536. 6. The server output: Loading RakNet from: /home/steam/Steam/SteamApps/common/ProjectZomboid/projectzomboidserver name is "servertest"creating server options file "/root/Zomboid/Server/servertest.ini"SVN REVISION 962user database "/root/Zomboid/db/servertest.db"User 'admin' not found, creating it Enter new administrator password: glork123Confirm the password: glork123Administrator 'admin' created, you can now log with it using admin/yourpassword.Initialising Server Systems...(loading text removed here) Loading world...tiledef: loading media/tiledefinitions.tilestiledef: loading media/newtiledefinitions.tilesreturn code: 0*** SERVER STARTED ****server is listening on port 162617. I logged into the game from my local Mac IWBUMS installation, using the newly created admin account. Server Output: ID_NEW_INCOMING_CONNECTIONid=0 guid=1398612497750109Connected new client admin ID # 0 and assigned DL port 16262Shared zombie descriptor packet size is 64KBPlayer connected from 1398612497750109Loading cell: 155, 144 (36, 33)Loading cell: 156, 144 (36, 33)Loading cell: 155, 145 (36, 33)Loading cell: 156, 145 (36, 33)8. As admin I ran /save, then /quit. The server log showed no errors. The java program closed, returning me to the previous terminal location. 9. I ran the server shell script again, and once again received the prompt to add an admin password: Loading RakNet from: /home/steam/Steam/SteamApps/common/ProjectZomboid/projectzomboidserver name is "servertest"reading server options from "/root/Zomboid/Server/servertest.ini"SVN REVISION 962user database "/root/Zomboid/db/servertest.db"User 'admin' not found, creating it Enter new administrator password: I have zipped up and included my entire newly created root/Zomboid directory: https://copy.com/Y4yYMqxsH6eP As you can see, Zomboid/db/servertest.db is once again completely blank, and is still missing the "encryptedPwd" field that you mentioned. To summarize, I have started from a blank slate and installed the IWBMSF Beta branch, which validated correctly. I also completely deleted the Zomboid directory, which was generated again upon running the server. The newly created Zomboid directory contained db/servertest.db which is missing the 'encryptedPwd' field. I am therefore assuming that this is a bug with the current IWBMSF build, or at least how it behaves when run on a Ubuntu 12.10 64bit VPS. I have also tried manually adding a text field by named encryptedPwd, but the issue persists; No user entry is ever created in the database. As it stands, I am unable to run a dedicated server, since the user database fails to save.
  10. Yeah, I had some odd behavior when I tried to update to the IWBMSF beta. It kept saying 0/0 during the update phase, then errored out, but somehow was able to run and connect with my local IWBMSF install. I'll try deleting it and re-downloading it on my server.
  11. And here's my servertest.db file from Zomboid/db/, after running the shell script, typing in an admin password, logging in and saving, and repeating that several times : https://copy.com/TDUpppb8Ljn2 I even tried completely deleting the Zomboid folder, and it correctly created all the subfolders, etc. So it's not a permission issue that it can't modify the file.
  12. None: http://pastebin.com/at1hiWyT That pastebin shows my entire console printout. I logged in with admin, then used /save, and finally /quit. If I then run ./run_server.sh again, I will once again receive the same prompt to enter my admin password, because it thinks no admin account exists. At which point should it be writing to the servertest.db file?
  13. Sorry if someone mentioned this, but how can I get around the admin password prompt every time I run projectzomboid-dedi-server.sh ? It's preventing my server running after restarts/etc, because it always gets stuck on that prompt. Even after logging in as the admin and using /save, the servertest.db file never adds an admin entry (or is modified in any way at all, even after using /addplayer), and I've also tried adding an admin entry manually with a sqlite3 client, but that hasn't worked so far. I don't want to have to manually type in the admin password EVERY TIME! See my topic here for more info.
  14. TL;DR: How do I get around the admin prompt every time I run projectzomboid-dedi-server.sh? I was running a previous build on my Ubuntu VPN for some friends which worked fine. Now i'm trying out the latest build (26), and every time I start projectzomboid-dedi-server.sh it says that it says: user database "/root/Zomboid/db/servertest.db"User 'admin' not found, creating it Enter new administrator password: The file exists, but when I open it in an sqlite editor I never see any entries, even after connecting to it and using /save, and even after I run /adduser on a few usernames. The reason this is a problem is because I'm using supervisor to run my server, which I prefer over something like screen because it's easier for me to administrate; I just pointing it at shell script and it runs it, even after unforeseen server restarts, and it's way easier than trying to set up any weird custom service/daemon to manage it. However because the server seems to require user input -every time- it starts, supervisor gets stuck there, and the server doesn't go live. I've even tried logging in with another user, then using the admin account to give that user admin permissions. even after running /save, servertest.db is completely unaffected. I've also tried editing servertest.db manually, adding the admin, but that didn't remove the prompt. I may not know what is required in all the fields, like what the 'world' column should contain. What really confuses me is that the 'How to Administrate a Server' topic clearly states: "Admin account is BUGGED right now, if the database exist the admin/admin account will be created, so : NO PROMPT DIALOG FOR ADMIN ACCOUNT !" - So it's saying, if the file exists (it does for me), then it shouldn't do the prompt. So why am I getting the prompt? I'm hoping that adding an entry to servertest.db would fix it, but would need to know what a valid entry looks like. Anyone know how I might know of a workaround?
  15. TL;DR:There is no way currently within the game (in either single or multiplayer) to 'cure' zombification, without actually going in and editing the save file. In multiplayer all character attributes, including zombification are stored locally in the map_p.bin file inside the folder corresponding to your server save file. The server does not actually store your character data. I originally discussed this topic here: http://theindiestone.com/forums/index.php/topic/6102-help-editing-map-pbin-on-multiplayer/?p=81349 and did eventually manage to reverse engineer the file format to 'cure' a character. Zombification is stored in two parts of that file: Whichever body-part (of the total 17 stored in the file) was damaged will have an 'infected' byte set to true. This is distinctly different from the value that is set to true for when it's a 'fake' infection (which is also stored on a body part) or just being plain sick from the rain. With real zombification you will always have had a scratch first.A general 'time since zombification' value, which must be reset to zero to prevent zombification. This determines the severity of your symptoms, and how difficult it is to remain alive (like how quickly pain increases after you try to use painkillers)As it is currently implemented, if the zombification timer is not 0, your character will get worse over time and will eventually die, regardless of how much you eat or take painkillers, or other medicines. The further along the timer is, the harder it becomes, and even sleeping (in single player) will not help.Once both of those values are reset your character will heal normally. However the file is just a binary dump of values that cannot be simply opened and edited in a text editor like notepad. Unless you are comfortable with using a hex editor it is very difficult to figure out and edit. I'm not going to post exact instructions because I feel it goes against the spirit of the game, and simply makes it less fun. If you don't play the game smart enough and get zombified, that should be part of your experience, and incentive to play smarter with the next character. However if you were zombified due to a bug, like the game crashing or similar, then PM me and I might be willing to help.
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