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  1. Sap guys ! I already made one of these on the old forums, I sadly didn't keep any trace of it. We might have lost some good suggestions/discussions in the process. Why a massive thread instead of multiple "unique suggestion" threads ? Simply because I don't want to spam threads and make some other interesting ones go down the list ; better have 1 thread I'll update than 15 new threads in which I'll get lost. I'll try to keep it as clear as possible and use a color code to point the importance of each suggestion (from "Distant future" to "needed ASAP" and "Confirmed"), keep in mind is all subjective. Those are not necessarily "new" ideas, some might be re-interpretations of other ideas or already planned features, pointing to things that are really needed (subjectively), some rebalancing ideas of already implemented features etc... There still are a few new suggestions tho. [fighting zombies] Spoiler The actual system is too easy/simple and could use a few simple mechanics to make it harder. It's actually still too easy to wreck a large amount of zombies with a melee weapon, It should be VERY DANGEROUS to fight more than a couple at the same time. A few ideas to rebalance it a bit and make it more consistent : Combat re-think http://theindiestone.com/forums/index.php/topic/10978-combat-re-think-for-the-announced-big-rebalance-oflgbkybygt/ More consistent "zombie grab" and "meatier zombies" http://theindiestone.com/forums/index.php/topic/10570-zombies-need-to-be-meatier/ Crawler's grab should have a high chance to make the player fall on the ground.If the player gets his leg grabbed by a crawler and try to move away from it without breaking it / killing the Z, there's a HIGH chance he will fall on the floor for a short amount of time, making him extremely vulnerable to any other close zombie(s) Same goes for sprinting next to a crawler, if he grabs you while you sprint -> you fall. Certain weapons having a chance to get stuck into zombies' skull"Bladed" and piercing weapons (axes, crowbars, knives, hammers?, nailed bats etc...) should have a chance to get stuck into skulls, maybe resulting in another fierce mashing of a key to get it unstuck before the next Z gets into the player's danger zone. If it's too dangerous and you can't get it unstuck in time, you'd have to leave it there and run away (and comeback later if you want to get it back) Weapon skills should have more "incidence"In its actual state, I'm pretty much never spending any point in any "combat skill tree", the lvl 0 is just way too efficient. If we grab an axe we're just the king of the Z world, 1 hit kill half of the time. The only weapon that makes me feel like a weak level 0 is the golfclub right now. DONE Being at arms lenght from a zombie is something you really don't want, being at arms lenght from 2 zombies is something that might get you killed. I think those suggestions might force the players to think twice before deciding to fight a group of Z, it will as well require a proper use of distance and timing (plus aiming, as always). Plus, with the new 3D characters, I think we might have some cool animations with those ;o [fighting non-zombies] Spoiler Well, with the multiplayer on the roll, this is pretty obvious an overhaul is planned, but here are a few ideas. (The 2 first ideas are kind of the same thing but with different mechanics)Lethal & Non-Lethal mods (I'll use that idea a lot in the future)This was my first suggestion on the old forums. In a RPG with moral choices like PZ, we should be able to decide if we want to knock someone out (and make him a hostage or something), just hurt him, or go for the kill. There could be chances that you fail tho... You wanted to keep him alive but that blow behind his head got him killed, or in the opposite, you wanted to kill him but failed to do so and he's now on the run with revenge on his mind. It should work as well for firearms, aiming vital parts or limbs. Player vs Player melee "Real time Turn by turn style." I know Lemmy loves TbTI was asking myself how to "simulate" a somewhat realistic fight between players without making it look like a swing fest until one of the 2 players dies (would work with NPC as well). It's still blurry in my head and hard to explain, but something along those lines. If you attack someone that is not ready to fight (ie. not holding RMB), you hit him, simple. If you attack someone holding RMB, the fight happens in a "turn by turn"-ish system, the must would be to have an "old Fallout VATS aiming style" as well. Basically the attacker gets the first turn, decides where he wants to aim (with a percentage of chances to hit : neck is harder to hit than chest, but the reward is higher etc...), and attacks while the defender decides if he wants to counter and fight or dodge and run away. Dices roll, calculations happen, taking into account players' weapons, skill with that weapon, moodles, strenght, traits etc... If no one died of a critial blow, the defender becomes the attacker and we start over until the fight reaches its end. Keep in mind this is an Isometric game, and any "action-game like" mechanism is unlikely to work in a satisfying manner imho. I think keeping a truely RPG fighting style is the way to go when it comes to PvP (or PvNPC) Turn by Turn "lockdown" should only happen for the players involved in the fight, all the other players can still do their stuff in real time. Would be cool to have an old school isometric rpg "fight animation", you know when the players are taking a fighting stance and swing into the air at each other, maybe moving around and making some noise ;o On second thoughts, nope. Shoot-outsThere already are plenty good threads with nice ideas about it, so I won't extend. Maybe I will later, if anything good and "new" comes to my mind. Traps for humans (suggestions for the future of traps)We all know traps are a planned feature, but we don't know how yet ! Lethal & Non-Lethal Traps for humans, different kind of traps (net trap, axe trap, shotgun trap, "hole in the ground" trap, "brick on your head" trap etc...)Ability to make efficient traps should be related to a particular skill (which one?)Traps should be active for people who don't know their locations (if this or that precise door/floor/window is trapped...)You should be able to warn your friendlies about the locations of your traps. Like you'd right click on someone > contextual menu > Tell location of traps, then he'll be able to walk pass them. [sneaking & Noise] Spoiler Louder noisesActual noises created by actions (opening doors/windows, breaking windows/doors, gunshots, building etc...) have a small radius. I think it should deserve a little radius enlargement ! Sneaking overhaul (ideas) :Separating sneaking (ctrl) from attacking ! numerous time I found myself sneaking past a group of zombies, and ended up hitting the door with my weapon because I was holding ctrl. [Confirmed]using furnitures & "map items" to hide yourself (under beds, in wardrobes, behind sofas, behind fences, behind cars when they're here etc...)maybe 2 or 3 different body positions ? Standing / crouching / crawling.Actions like opening doors & windows should make more noise in general, but we should have an alternate way that takes slightly longer time but make less noise (action + ctrl). Maybe even the opposite a Loud & Quick way when holding the sprint key."Map noises" (kind of related to sneaking) The idea comes from another thread, but that's what makes more sense to me :Bumping into furnitures should make noise (chairs grinding on the floor, things falling from tables/container if you run bump into them etc...) That will force the players to be careful when looting indoor if they don't want to alert nearby zombies (or other players !).Random "map related" noises, just like alarms but on less dramatic scales ! "Like no one would suspect that shelf isn't properly fixed to the wall and going through the books would break it, or that grabbing a knife on that messy table would make that bottle fall on the floor, or that a mess of tins and glass bottles was waiting for you behind that door, or even that the door hinges were old and would squeak like a scream in the night, or this window wasn't properly manufactured and would shut itself in a loud clapping noise, or the good old creaking stairs etc..."Same principle but outdoor : some more garbages scattered accross the street, broken glass, empty cans of food making noise if you step on them and send them rolling. [skills, Jobs, Traits] Spoiler Skills overhaul Suggestion that popped out of another thread : "It would be nice to see carpentry leveling not as a succession of craft-recipes unlocking over time but as an evolution of the quality of your work. Like, anyone could give a shot at building a rain barrel but a non-experienced guy would make it less hermetic (leaking), with a smaller capacity, maybe pretty weak and prone to break during storms or having its water contaminated by bacterias. Low level stairs could be ladder-ish stairs, slower to climb and weaker, prone to break under the weight of an heavy-loaded person etc... The more you level up, the better the quality of your work : thicker, more resistant, more efficient, more useful for harsh conditions. That could work for any crafting & surviving skills. A low level trapper would craft shitty traps with high risk of animals getting away, not weather resistant. the harder the trap is to build, the more chance you have to make a trap that barely works or doesn't work at all. A low level fisherman would craft weak fishing poles, bad hooks, and fish would get away way more often, except very small ones. When the electricity crafting comes in, you'd have high chances of making a circuit that cuts a lot, need more fuel, high risk of fire, power outage when rainy, or simply doesn't work if you try to craft something too complicated. etc..." Also good thread about carpentry : http://theindiestone.com/forums/index.php/topic/10879-a-small-building-overhaul/ Specific knowledge & aptitudes should be open only to certain jobs. I think that would enforce the need to live in a community, so players can't do everything on their own, they could still survive alone, but comfort should come from groups. I had the idea thinking about medicine, only a doctor or someone with a prior medical formation should have access to the medical skill tree (when it's implemented), and it goes for a few jobs: -Doctors > access to medical skill tree -Construction worker > access to electric crafting (when it's implemented) + construction bonus -Park ranger > tracking skill tree / outdoors man + hunting bonus ? -Policeman > aiming bonus + ? -Farmer > Farming bonus + ? A few ideas for future jobs & traits, related to previous suggestion : -Outlaw > can start any car & force doors/windows with less noise -Comedian > social skills / makes people less depressed & bored -Cook > Cooking bonus -Other / player made job > bonus of +4 for choosing traits. -Sunday fisher +3 > fishing bonus -Guns nut +4 > aiming bonus -Amateur hunter +4 > tracking ability -Car nerd +4 > can start cars -Pedestrian for life -1/-2 > don't know how to drive -Musician +3 > can play instrument for moral & group moral -Boring -2 > bores people -Lone wolf -2 > gets bored by other people etc... That would allow "multi-class" char but would still limit the fact that people can do, right now, everything on their own. [General suggestions] Spoiler deeper health & injuries sytemdeeper nutrition systemI think it's already been discussed quite a lot on the old forums. Eating properly should be essential to keep your character in good shape, and should be a "long term work" with long term repercussions. You don't die of starvation in a few days. But lacking certain nutriments will, on the long term, make your character weaker, getting tired more easily, depressed, slower to heal and more prone to diseases and wound infections etc... Being well fed and having some bonus on your character's strenght and mind should be the same. If you eat at your fill when you're hungry, and a good variety of aliments (not only chips and beans) your character should deserve a "long term" boost. The idea is, it's hard to keep a decent health in an apocalyptic environment and red moodles should be the "standard" if you're not perfectly settled or part of a well organized community of survivors. Red moodles being a standard would make the player feel the harshness and despair of a zombie-filled world. sledgehammer should weigh moreThe sledge encumbrance is way too low right now, I mean we can put a sledge in a plastic bag or a tote bag, that's a bit odd ! Plus it's a very "dangerous" item, a lot of players in MP always carry one in case they want to break-in someone's base. Moving with a big sledgehammer should be something thought through and planned, not just always carrying one around in case you need it ! It should probably weigh twice more as it actually does [12 instead of 6] NOPE 2 plastic bags = 1 garbage bags.That's pretty self explanatory ! for now we can only use garbage bags to craft rain barrels, which makes those a kind of silly valuable item. I think we should have more means to make the barrels water-retaining and plastic bags seem like a good solution, but they're smaller. Maybe raincoats = 2 garbage bags someday ? ;o Farming areas / Smart FarmingFarming can sometimes be a bit of a pain when it comes to watering and checking your plants one by one, I know that's subjective but that micro-management feels pretty annoying to me. It would be cool to have some kind of system that allows your character to execute a chain of action : filling watering can > watering plants untill empty > filling watering can > etc... Checking plants health > no disease > next plant Checking plants health > disease > spray remedy > next plant. Wearing belts (introducing holsters for knife & pistol)I was thinking belt, in their current state, are pretty useless. I know they'll be usefull to stop important bleeding (Kate & Baldspot memories), but people are not very likely to always have a belt in their inventory, except if they're wearing them ! Severe bleeding > taking belt off > tourniquet etc... Wearing a belt could also be used to hold holsters for knives & pistols. Holsters would be a quick-access container/bag (maybe a bind to draw from holster?), which would make some space in your inventory. Maybe holsters should be craftable ? [Multiplayer & Admin Suggestions] Spoiler In-game chat overhaulThe player should be able to choose if he wants to whisper, talk or shout, which would influence the range other players could read what he wrote, and the range zombies would hear it as well. Actually writting on journals / paper sheets / notesThat would be pretty awesome. You could keep a journal which other players could fine on your body or in your bag when they find your corpse. Writting it / Reading it would fight boredom. That would create some pretty deep RP and immersion as well. DONE Adding a delay when disconnecting from a server....To prevent wild disconnections and abuses. I see it coming from here, people disconnecting to save their character when they're in trouble, I already saw an ennemy breaking into our safehouse and disconnecting in the toilet to embush us later, time to get to him, he wasn't here anymore. A delay of 30s to 1min should do the trick, people would have to disconnect in safe places, which makes sense imo. Disconnecting outside in the middle of the road should be dangerous. [admin] Teleporting next to a player or on a point of the map[admin] triggering a precise house alarm[admin] Wiping/removing massive piles of corpses. [FPS drop issue][admin] Option to choose in what proportions the loot will spawn [more food, less weapons, more tools, more kitchen misc, less bags etc...]Explaination : That's all for now, I'll add more when I have something consistent, everyone's welcome to discuss and share their point of views. Keep it clean and polite as always.
  2. As we know the Multiplayer is on. You asked us to test it. So after this i of course join to this action ))) When i play with other sirvivors i dont know anything about their mood thing, untill i dont ask about this,but what if that happened in furious battle for territory or suplies, i have no time for talking, or in situation where i shoot into the other sirvivor, i dont even know i missed or hit them... so what about to add some new animation which will show everyone some of your main moodles. I made a couple of sketches (i know im not the best artist ) http://s2.ipicture.r...18/d5sVZThF.jpg to avoid overlaps,you can use priority of animations Here, in descending order: Infected<<Injured<<Pain<<Panicking<<Exhausted<<Angry that will be very usefull especialy for MP, for example you see survivor that was infected and you can decide to share a food with him,or not,coz he will die soon anyway, also you can be confused and shoot him . that will be more cool and realistic. Or you guys can just make the moodles of other players to be visible, if they have a medic skill, or some social skill. But i think animation will be more realistic. And as another suggestion- be useful to bind text-talk messages like "stop" or "dont shoot". for example dota 2 phrase ring thx )
  3. Hello everyone! I'm VenomDG and i've noticed while playing multiplayer that you CAN NOT sleep. This is an issue due to some sicknesses only being curable with sleep and rest. The main and most common being nausea. Me and my friends have tried many things and tried searching up MANY times on how to fix this issue but the only cure we found was sleep. We have died every time we were effected by this which sucks because as soon as you see you know your queasy, And that leads to one inescapable thing... Adding the ability to sleep in multiplayer sort of like how minecraft does with everyone needing to sleep at once for it to work, or just making it where you lay in a bed and you have a 5 minute timer or something and need to wait while your character rests would be AMAZING. I'm tired of dying every time from a sickness you practically cant avoid. Hopefully something will be added in to cure nausea besides sleep or sleep added to multiplayer. Thanks for your time.
  4. There should be a type of reset that lets admins clean all the bodies from the server and replenish Zombies without having to run around and directly click on each corpse to delete them. Please tell me this is planned?
  5. Hey guys, I was interested in trying multiplayer and setting up a server - I have read the instructions and see there should be a 'onlinetest' option in the beta lists in steam, but it doesn't seem to be there - I get: None, beta, build23, build25a, build25b, build25c Is it one of those? Thanks!!
  6. I think it is a compulsory feature for the game to allow players scan for servers . It will be much easier than finding the best one in the browser and less time consuming. It will allow the players to Find a server where they can join without having a high ping. Filters will also be required : As someone may need to search for RP servers or PvP etc. There may be servers where needs are enabled and others that all needs are disabled the player may want to have them disabled. Also when you click on a servers name there must be a small description of the server (with the rules ,required addons etc.) I just suggest something like this . There no need to post a link with servers for me. I wish you take my suggestion under Consideration.
  7. While playing the game with my girlfriend, I just found out that sleeping in Multiplayer isn't possible, I feel like this isn't a good handling at all, it alters the game experience a lot: You can run all day and fight dozens of Zs without ever getting tired and on top of that, after the whole day scavenging you can start sort things you found at night, only to repeat it on the next day. Another major point of any survival game, especially Zombie related: Survivors need a safe place to sleep... normally, and this is one of the main reasons to even have a "safe house". Without the need of sleep, it sadly negates this major gaming and realism point. The survivors are always awake, always ready to fight. And be honest: Having those uber-Survivors isn't what we want. This game says flatout: This is how you died. and if it wants to be taken serious on this, never-sleeping Survivors aren't helpfull I know that, if you sleep, the time runs faster in Single Player, and this wouldn't be possible in Multiplayer, but how about handling it like in Minecraft: When everybody is in Bed, the Night skips (or the time runs faster). On servers with many players, this could be a problem, I see that, but maybe add the option to sleep at least?!
  8. So, I am not a very computer literate individual. I realize instructions have been posted as to how to create a multiplayer server on a Mac, but, I simply don't understand them. I have found the info.plist file, but I don't see the line that I am supposed to edit. I sincerely hope I'm not wasting anyone's time but I just don't know what to do. I apologize for my ignorance.
  9. I have been playing this game for a while and I recently discovered the online beta version. I tried to create a server but I could not find a physical file anywhere to start up a server that people can join to. I set up port forwarding to the router but then I can't find a file other then the game launcher.
  10. So I had some ideas that I wanted to put out there, they are all multi player focused and mainly Dealing with PVE. 1) Safe houses: it would be cool if you could mark your safe house and what I mean by that is kinda two fold. One I mean it would be nice to be able to craft signs that you can mark your safe house clearly for others to see, renamed bags kinda work but real ones would be better. Two, a way to mark it for the meta game, meaning a kind of way point that you could have a general sense of how to get back home, also zombies could be attracted to it so you end up having to defend it. I guess because I'm noticed when I build a base far out in the woods I never end up having to deal with Zeds, with farming, fishing and soon trapping the out doors men type will end up playing a camping sim vs Apoc survival. My second idea ties into marking a safe house in the meta game, perhaps a way to set ownership on containers That flag people as raiders when the loot it, if you can only have one safe house marked at a time then people couldn't just set ownership on random stuff to prevent others looting stuff from place they wanna loot but don't have the means to at the time. I say this because if the server has pvp off there's no way to keep your stuff safe, people can just walk into your safe house while you are standing there and take your stuff and there is really nothing you can do. At least this way people could see at a glance who could be trusted and who can't.
  11. I was trying to start a server for me and my friend, I ran the projectzomboidserver.bat, and it had the command prompt pop up and say: http://prntscr.com/2uque0 It worked a few days ago, I'm not sure why it won't work now. I deleted all of my Project Zomboid in the folders, EVERYTHING. I deleted local game content, reinstalled, etc. I would really like an answer so I can play with my friends! :C
  12. I have a problem when trying to join a server. When I attempt to join, I am stuck on a loading screen. When I Alt+Tab to look at the console, I see a spam of 'Delay processing packet of type ** while loading game' [** can be 12, 56, 78, or 25] I will attach a picture of the error. Please help! I am a huge fan of the game, and one thing I have been desperately waiting for is a multiplayer... I'm wetting my pants just imagining it!
  13. For some reason me and my friends are having the problem of players not being able to load the map around them, resulting in basically an unpassable black border while they're stuck on a part of the map. All of us can host games and everyone is able to join them, however there is always 1 person who has this bug. Everyone has their ports forwarded and can join successfully, but there's always at least 1 person who can't load the map and they become stuck in a square. Anyone know if there's a fix to this?
  14. I'm writing this letter from another computer, so some information might be a bit off. I recently found out about the new "IWBUMS" beta and it was very good, but I haven't got a clue what folder to choose, when I go to the multiplayer settings, and I am happy with my changes, and press save it puts on the "Select Project zomboid file/directory" or something like that. I google'd my problem and found out that it goes to the steam folder -> media -> lua, but it didn't work, and when I clicked the upper settings on the settings tab I found an output path thing, and tried to assign that to the same directory but unfortunately it just failed. I guess i'm being dumb here but could you people possily provide me a very informational guide how to do this and what way. Thanks.
  15. I didn't see any admin commands or toggle options in the suggestion compilation or current suggestions confirmed by the dev team so here we go. Create Horde on these coords - Currently zombies do not respawn in multiplayer, so the current work around that has been suggested is to make several admin character accounts and position them at various points on the map and spawn a horde of x number. Using coords instead, you can spawn the zombies without having to need so many of these admin accounts, especially if your playing with just a few friends in coop. Additem + quantity - Being able to add a quantity of amount of items to give to yourself or player would make repeatedly typing in the same command over and over again for items you use in bulk like planks. Godmode/Invisbility Toggle - When you spawn in as an admin, your default with godmode and invisibility one, I think it should be a toggle to turn off similar to the safety toggle. This way if I am playing with a small group of friends and do not have to make a separate admin character for this purpose. Soft Reset Options - I would like a function similar to how pzserversettings works but with the soft reset, say you just want to reset the entire map with zombies instead of the above create horde function. Here you go, this way you do not lose everything if you only want to reset the zombies. You can add other options for the soft reset for it to initiate. Teleport to Player or Teleport to coords - This is great if your administration a large server and need to check player activity to make sure nothing is going on. Gunshot/Chopper to coords - If you want to force a new hordes migration, it places it on a random player or area, this way you can force it to a specific spot. Most of these commands are based on the idea that I take from a GM or DM point of view in Dungeons and Dragons, controlling the environment and taking control of the AI Director. This mostly works for good admins but not abusive ones but then if you have a bunch of admin abuse your server is going to be empty soon.
  16. The sleeping system is pretty much useless in MP, since it speeds up time. And that would de-sync the server, and/or its clients. So here's what I'm thinking. Substituting sleep for "Resting" and add 2 new animations. sitting down and laying down. So you would get tired as time went by and you performed activities, the same as normally in the SP game, but instead of sleeping, you sit down to rest. Benefits. Reduces anxiety Reduces tiredness It would give us an incentive to use all that fancy furniture that it is meant to be used. You should still be able to sort the inventory while resting. Also reading books.
  17. Server Info: (IP: pzo1.no-ip.biz) Welcome to Project Zomboid: Online! ProjectZomboidOnline.com is the first multiplayer PZ community, aiming to host a selection of quality servers and maintain an enjoyable and structured environment. PZ:O recognizes the amazing MMO-esque potential this game has and hopes to gather like-minded individuals to enjoy the same aspects (as well as let the PZ team know that such interest exists)! PZ:O will host a handful of servers of varying types (with different PVE/PVP types, reset times, etc.), as well as providing community tools to introduce players to each other and keep them engaged (forums, chatroom, twitter, facebook). Feel free to spread the word about PZ:O and bring your friends along! Server Info: (Alpha - IP: pzo1.no-ip.biz) Project Zomboid: Online currently hosts one server (named "Alpha"). Alpha is accessible via the following IP address: pzo1.no-ip.biz. The server allows PVP but is intended to be more cooperative than not (obviously this aspect is up to the players, but just as in a "real" zombie apocalypse it's in everybody's favor to collaborate and trade with other individuals/clans). The Alpha server will "soft reset" (refill containers) once per week (next on 3/17/2014). The server will "hard reset" (everything gone) once per month (next on 4/10/2014). We recommend everyone follow us on Twitter to get instant news about the server (including exciting "clan"/in-game news, server notices, etc.). http://twitter.com/ProjectZOnline
  18. Hello, I've trying to run a server with Hamachi to avoid opening ports, but every time I join the server the map has black borders (it doesn't load the cells), items do not spawn and neither do zombies. I've been told that this was a port problem, but it still happens with Hamachi. I had a friend try setting up the server (with a Mac too) and had the same result. I'm using the IWBUMS. So I suppose it's the latest. Though this problem has been happening to me since onlinetest came out.That Zomboid folder (in Users) is what I delete between attempts. I have no need to keep the saves at the moment, so there is no file swapping. I have read that Hamachi has worked for people with Windows at least. (Maybe Hamachi on Mac is the problem?) This is what the console output from running the server. (Run duration: ~5min) Last login: Tue Apr 8 19:28:12 on console Ivans-iMac:~ inBlomqvist$ /Users/inBlomqvist/Documents/Project\ Zomboid.app/Contents/MacOS/JavaAppLauncher ; exit; 2014-04-08 20:08:34.303 JavaAppLauncher[1020:507] Option: -Djava.library.path=/Users/inBlomqvist/Documents/Project Zomboid.app/Contents/Java 2014-04-08 20:08:34.304 JavaAppLauncher[1020:507] Option: -noverify 2014-04-08 20:08:34.304 JavaAppLauncher[1020:507] Option: -XX:+UseNUMA 2014-04-08 20:08:34.305 JavaAppLauncher[1020:507] Option: -XX:+AggressiveOpts 2014-04-08 20:08:34.305 JavaAppLauncher[1020:507] Option: -XX:+TieredCompilation 2014-04-08 20:08:34.305 JavaAppLauncher[1020:507] Option: -XX:Tier2CompileThreshold=70000 2014-04-08 20:08:34.305 JavaAppLauncher[1020:507] Option: -XX:CompileThreshold=1500 2014-04-08 20:08:34.305 JavaAppLauncher[1020:507] Option: -Xms768m 2014-04-08 20:08:34.306 JavaAppLauncher[1020:507] Option: -Xmx1024m 2014-04-08 20:08:34.306 JavaAppLauncher[1020:507] Option: -XX:+UseAdaptiveSizePolicy 2014-04-08 20:08:34.306 JavaAppLauncher[1020:507] Option: -XX:GCTimeRatio=50 2014-04-08 20:08:34.306 JavaAppLauncher[1020:507] Option: -XX:MaxGCPauseMillis=20 2014-04-08 20:08:34.310 JavaAppLauncher[1020:2503] Option: -Djava.library.path=/Users/inBlomqvist/Documents/Project Zomboid.app/Contents/Java 2014-04-08 20:08:34.310 JavaAppLauncher[1020:2503] Option: -noverify 2014-04-08 20:08:34.310 JavaAppLauncher[1020:2503] Option: -XX:+UseNUMA 2014-04-08 20:08:34.310 JavaAppLauncher[1020:2503] Option: -XX:+AggressiveOpts 2014-04-08 20:08:34.311 JavaAppLauncher[1020:2503] Option: -XX:+TieredCompilation 2014-04-08 20:08:34.311 JavaAppLauncher[1020:2503] Option: -XX:Tier2CompileThreshold=70000 2014-04-08 20:08:34.311 JavaAppLauncher[1020:2503] Option: -XX:CompileThreshold=1500 2014-04-08 20:08:34.311 JavaAppLauncher[1020:2503] Option: -Xms768m 2014-04-08 20:08:34.311 JavaAppLauncher[1020:2503] Option: -Xmx1024m 2014-04-08 20:08:34.312 JavaAppLauncher[1020:2503] Option: -XX:+UseAdaptiveSizePolicy 2014-04-08 20:08:34.312 JavaAppLauncher[1020:2503] Option: -XX:GCTimeRatio=50 2014-04-08 20:08:34.312 JavaAppLauncher[1020:2503] Option: -XX:MaxGCPauseMillis=20 Loading RakNet from: /Users/inBlomqvist/Documents/Project Zomboid.app/Contents/Java User 'admin' not found, creating it Enter new administrator password: xxxxxxx Confirm the password: xxxxxxx Administrator 'admin' created, you can now log with it using admin/yourpassword. SVN REVISION 962 Initialising Server Systems... translator: language is EN translator: failed to parse Recipes for language=EN translator: failed to parse Items for language=EN Loading: media/lua/shared/ISBaseObject.lua Loading: media/lua/shared/JoyPad/JoyPadSetup.lua Loading: media/lua/shared/NPCs/MainCreationMethods.lua Loading: media/lua/shared/Reloading/ISRackAction.lua Loading: media/lua/shared/TimedActions/ISBaseTimedAction.lua Loading: media/lua/shared/Reloading/ISReloadAction.lua Loading: media/lua/shared/Reloading/ISReloadManager.lua Loading: media/lua/shared/Reloading/ISReloadUtil.lua Loading: media/lua/shared/Reloading/ISReloadableMagazine.lua Loading: media/lua/shared/Reloading/ISReloadable.lua Loading: media/lua/shared/Reloading/ISSemiAutoWeapon.lua Loading: media/lua/shared/Reloading/ISReloadableWeapon.lua Loading: media/lua/shared/Reloading/ISShotgunWeapon.lua Loading: media/lua/shared/Reloading/ISRevolverWeapon.lua Loading: media/lua/shared/Reloading/stormysReload.lua Loading: media/lua/shared/Sandbox/SandboxVars.lua Loading: media/lua/shared/Util/AdjacentFreeTileFinder.lua Loading: media/lua/shared/Util/BuildingHelper.lua Loading: media/lua/shared/Util/LuaList.lua Loading: media/lua/shared/Util/StringReplacer.lua Loading: media/lua/shared/Util/Vector2.lua Loading: media/lua/shared/a_requires.lua Loading: media/lua/shared/defines.lua Loading: media/lua/shared/keyBinding.lua Loading: media/lua/shared/luautils.lua Loading: media/lua/server/BuildingObjects/ISBuildUtil.lua Loading: media/lua/server/BuildingObjects/ISBuildingObject.lua Loading: media/lua/server/BuildingObjects/ISDoubleTileFurniture.lua Loading: media/lua/server/BuildingObjects/ISLightSource.lua Loading: media/lua/server/BuildingObjects/ISNaturalFloor.lua Loading: media/lua/server/BuildingObjects/ISSimpleFurniture.lua Loading: media/lua/server/BuildingObjects/ISWoodenContainer.lua Loading: media/lua/server/BuildingObjects/ISWoodenDoor.lua Loading: media/lua/server/BuildingObjects/ISWoodenDoorFrame.lua Loading: media/lua/server/BuildingObjects/ISWoodenFloor.lua Loading: media/lua/server/BuildingObjects/ISWoodenStairs.lua Loading: media/lua/server/BuildingObjects/ISWoodenWall.lua Loading: media/lua/server/BuildingObjects/PaintingReference.lua Loading: media/lua/server/BuildingObjects/RainCollectorBarrel.lua Loading: media/lua/server/Camping/BuildingObjects/campingCampfire.lua Loading: media/lua/server/Camping/BuildingObjects/campingTent.lua Loading: media/lua/server/Camping/camping.lua Loading: media/lua/server/Camping/camping_fuel.lua Loading: media/lua/server/Camping/camping_text.lua Loading: media/lua/server/ClientCommands.lua Loading: media/lua/server/Farming/BuildingObjects/farmingPlot.lua Loading: media/lua/server/Farming/ISPlant.lua Loading: media/lua/server/Farming/basicFarming.lua Loading: media/lua/server/Farming/farmingCommands.lua Loading: media/lua/server/Farming/farming_displayInfo.lua Loading: media/lua/server/Farming/farming_vegetableconf.lua Loading: media/lua/server/HealthSystem/HealthUpdate.lua Loading: media/lua/server/ISBuildingBlueprintManager.lua Loading: media/lua/server/ISCoordConversion.lua Loading: media/lua/server/ISDoor.lua Loading: media/lua/server/ISObjectClickHandler.lua Loading: media/lua/server/Items/ItemBindingHandler.lua Loading: media/lua/server/Items/ItemPicker.lua Loading: media/lua/server/Items/ScriptItemInterface.lua Loading: media/lua/server/Items/SuburbsDistributions.lua Loading: media/lua/server/Map/MetaEnum.lua Loading: media/lua/server/Movers/ISBaseMover.lua Loading: media/lua/server/Movers/MoverStateMachine.lua Loading: media/lua/server/Movers/MoverStates/ISBaseState.lua Loading: media/lua/server/Movers/MoverStates/MoveToState.lua Loading: media/lua/server/Movers/Rabbit.lua Loading: media/lua/server/NPCs/Behaviour/BaseBehaviour.lua Loading: media/lua/server/NPCs/Behaviour/GuardBehaviour.lua Loading: media/lua/server/NPCs/FetchQuest.lua Loading: media/lua/server/NPCs/ISConversationScript.lua Loading: media/lua/server/NPCs/NPCEncountersMain.lua Loading: media/lua/server/NPCs/NPCHouse.lua Loading: media/lua/server/NPCs/SadisticAIDirector/EventSystem.lua new event system Loading: media/lua/server/NPCs/SadisticAIDirector/MetaSurvivor.lua Loading: media/lua/server/NPCs/SadisticAIDirector/MetaSurvivorGroup.lua Loading: media/lua/server/NPCs/SadisticAIDirector/RelationshipModifiers/Modifiers.lua Loading: media/lua/server/NPCs/SadisticAIDirector/SadisticAIDirector.lua Loading: media/lua/server/NPCs/SadisticAIDirector/SadisticMusicDirector.lua Loading: media/lua/server/NPCs/SadisticAIDirector/SurvivorSelector.lua Loading: media/lua/server/NPCs/SendOnLootMission.lua Loading: media/lua/server/NPCs/TestThing.lua Loading: media/lua/server/NewSelectionSystem/GridSquareSelector.lua Loading: media/lua/server/Professions/Professions.lua Loading: media/lua/server/Seasons/season.lua Loading: media/lua/server/Seasons/seasonProps.lua Loading: media/lua/server/TurnBased/TurnBasedMain.lua Loading: media/lua/server/TutorialHelperFunctions.lua Loading: media/lua/server/XpSystem/XPSystem_SkillBook.lua Loading: media/lua/server/XpSystem/XpSystem_text.lua Loading: media/lua/server/XpSystem/XpUpdate.lua Loading: media/lua/server/katebaldspottutorial.lua Loading: media/lua/server/mapScripts.lua Loading: media/lua/server/metazones/metazoneHandler.lua Loading: media/lua/server/metazones/metazones_westpoint.lua Loading: media/lua/server/recipecode.lua Loading: media/lua/server/timedactionshelper.lua checking media/maps/Muldraugh, KY/spawnpoints.lua not found media/maps/Muldraugh, KY/spawnpoints.lua (may not be an error) checking media/maps/West Point, KY/spawnpoints.lua not found media/maps/West Point, KY/spawnpoints.lua (may not be an error) Loading world... return code: 0 *** SERVER STARTED **** server is listening on port 16261 ID_NEW_INCOMING_CONNECTION id=0 guid=1396998557492392 Connected new client admin ID # 0 and assigned DL port 16262 Shared zombie descriptor packet size is 63KB Player connected from 1396998557492392 Loading cell: 166, 95 (38, 22) Loading cell: 165, 95 (38, 22) Loading cell: 166, 94 (38, 21) java.net.BindException: Address already in use at java.net.PlainSocketImpl.socketBind(Native Method) at java.net.AbstractPlainSocketImpl.bind(AbstractPlainSocketImpl.java:376) at java.net.ServerSocket.bind(ServerSocket.java:376) at java.net.ServerSocket.<init>(ServerSocket.java:237) at java.net.ServerSocket.<init>(ServerSocket.java:128) at zombie.network.PlayerDownloadServer$1.run(PlayerDownloadServer.java:348) Exception in thread "Thread-20" java.lang.NullPointerException at zombie.network.PlayerDownloadServer$1.run(PlayerDownloadServer.java:372) java.net.BindException: Address already in use at java.net.PlainSocketImpl.socketBind(Native Method) at java.net.AbstractPlainSocketImpl.bind(AbstractPlainSocketImpl.java:376) java.net.BindException: Address already in use at java.net.PlainSocketImpl.socketBind(Native Method) at java.net.AbstractPlainSocketImpl.bind(AbstractPlainSocketImpl.java:376) at java.net.ServerSocket.bind(ServerSocket.java:376) at java.net.ServerSocket.<init>(ServerSocket.java:237) at java.net.ServerSocket.<init>(ServerSocket.java:128) at zombie.network.PlayerDownloadServer$1.run(PlayerDownloadServer.java:348) Exception in thread "Thread-22" java.lang.NullPointerException at zombie.network.PlayerDownloadServer$1.run(PlayerDownloadServer.java:372) I let it run a few more minutes the java.net.BindException: Address already in use keeps appearing only changing the Exception in thread "Thread-22" java.lang.NullPointerException always a bigger number than before. (Thread-23, 24, and so on.) Another thing. I've tried just deleting the world.db that is found MacintoshHD/Users/YourUserName/Zomboid and things started fast at the beginning. A few cells loaded (slow, but loaded), but then almost immediately it slowed and stopped loading them. Looks like some sort of lag between the server and the game. Thanks!
  19. Hello, Is there any way that we appear in multiplayer my friend and I together? We have created a server but want to appear in the same place. Thx
  20. Hello fellow survivors. Is there's a way to play Project Zomboid using Hamachi instead of Steam? I want to play this game with my distant friend, however, I have no idea how to setup a local server so we can play together. The version of my game is 2.9.9.17. Can you help me? Thanks in advance.
  21. Is it possible for us to get a valid item list for multi-player servers? We need to know what items are for several reasons: 1. In case for some reason an admin needs to spawn one. 2. In case people who are naughty are spawning them in. So this request is to please add a list, somewhere, that is up to date, for the multi-player folks. I know, I know, we're all on beta, not full releases and stuff, but it is very frustrating right now for us to properly administrate when we don't know what stuff is. The items.txt file currently incomplete with the current multiplayer build. (also some of the commands are mis-labeled). A priority should be maintaining a valid list of items since we have a large inventory in-game, and this list should be extensive and available. There is no reason to obfuscate such a thing. Thanks! (sorry I hit post when I ment the title to say "ITEMS some fracking clarity, please oh god, but the forum server didn't respond and well that's why the title isn't complete. Also I can't edit the title which is kinda weird.) Edit: Please don't reply with "oh they are found here", there's several of us.... We've all looked at those files. Don't make me sit here and list all of the things that ARE NOT in those files that can me spawned because they are in the code. This post isn't about arguing about a few things one guy might know, its a post asking for a knowledge base to be created and maintained. Thank you.
  22. I placed a tent down in multiplayer and my friend can't see it. The same applies to Lam on Pillars, light related. Any way to fix this? Woops wrong board, sorry will an admin please lock this?
  23. ==PLEASE HELP== Hey everyone Matthew here! One of my friends asked me today if it is possible to play Last Stand on multiplayer, I said I wasn't sure so I thought i would ask on here as my last resort after about 30 minutes of googling. I have ports open and I can play multiplayer fine I just want to know if you can change the map or play a custom map in Multiplayer, at the moment I have a feeling it isn't and if its not please can someone inform me if it will be added. Thanks -Matthew ==Please try to respond in the next few hours if it is possible or not!==
  24. Sorry if this has been asked, I used the search function and found people answering for single player. How does one cure sickness in a multiplayer server? I host a local game for my girlfriend and a few friends, and one of them got sick, but with no way to sleep, it seems she is unable to fight being sick? She's trying to stay "Slight fed" or "Fed" as a buff, took painkillers once in the morning, once at night, vitamins, (Even though they seem useless in multiplayer), but she just continued to detoriate, eventually killing her. Is there a way to help this?
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