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  1. Version: 41.78 Multiplayer Host No Mods Server initialized in 41.78 Reproduction steps: 1. Aggro Zombies 2. Move during a certain time with zombies aggro 3. A certain number of zombies disapearing, and some times all of them like the video below Video: https://clips.twitch.tv/YawningObservantSwallowTBTacoRight-eMBkt4b5TeKLHmNA Note: It appends in the server of my friend too, with the same version of the game
  2. - Remote Controller V1, V2, V3 does not detonate planted bombs, does not activate Noise Maker. - Planted bombs disappear after the server is restarted. - In the single player version, planted bombs explode without damage. - In Build 41, bombs will deal less damage due to changes to zombie health. In build 39, 5-6 pipe bombs could blow up a whole horde. I basically play as an engineer, when all the players considered him useless, I considered him useful for myself in the end game. I was upset by the news that remote bombs stopped working in the new build, please developers fix it. Thank you for a wonderful game.
  3. Newly launched server! Come and play with us! This is your 10 years later post-apocalyptic story in Louisville! WarZ is a PvPvE server located in USA east-coast. A 10 years later world with low population zombies, all tough, 10% joggers, and 30% smart. Too much? How about infection only when bitten, with bite cure, and +10 free skill points? • Mods collection https://steamcommunity.com/sharedfiles/filedetails/?id=2923143168 • Skill journal set at 70% EXP recovery • Residential safehouses are turned on, trespass off, and looting off. • Players and server shops. • 5% zombies drop rate earning coins or ammo. • 2hrs day length, loot respawns every 48 IRL hours. • more... Launched: last Jan 20, 2023. Wipes: TBD, gonna be long-term. Limit: currently up to 16 players max, and may upscale as needed. SERVER CONNECTION INFO IP: 209.192.241.228 Port: 27645 Share link: steam://connect/209.192.241.228:27645 Discord: https://discord.gg/TXWQUpbhA8
  4. Version: 41.78 Multiplayer Host No Mods Server initialized in 41.78 Reproduction steps: A certain number of zombies reapparing on a certain zone, in the case of the video, they are reapparing on my tile where i'm present Video: https://clips.twitch.tv/SilkyAgileWerewolfCoolStoryBro-kAVxRNwA3r-wyJ92 I think there is a link with my previous post, if they desappear, zombies will reappear after a certain amount of time.
  5. Mods don't work on my servers and my friend's servers, even though they're all active on the servers. If possible they could answer me in Brazilian Portuguese?
  6. So I was creating a new Scenario for my friends and I, to try some challenge mods out. At some point the mod list glitched and refuses to update. In the two pictures you can see that the Sandbox options for the empty list are all modded and exactly the same as the other modded one. This is the same for all of the host scenarios and refuses to update or change. I've tried restarting my game, my pc, deleting the scenarios and starting from scratch, I've even uninstalled the game and all subsequent mods but it's still stuck like this.
  7. Is it possible to play on a multiplayer server hosted on PC using my Deck? If so, how would I go about setting it up?
  8. • Version? • Singleplayer/Multiplayer? • Host or dedicated? • Mods? • Old or new save? • Reproduction steps: • 41.71 • Multiplayer. • Dedicated (private dedicated server) • No. Pure vanilla • Still occurs on new save/wipe • Reproduction steps: 1. Start a server with Discord bridge configured. 2. Let the server run for few good hours. 3. Observe the chat bridge (it will eventually stop working). In depth description: We've been noticing that the Discord bridge doesn't always work on our vanila dedicated server. Seems like it does time out (?) after a while for some reason. It started happening between last few updates (around February everything was working just fine). Only thing that works is a server restart but even with that it's not a bulletproof solution, rather a band aid... This Discord bridge functionality is an amazing addition to the game and it would be really, really nice if developers got to the bottom of it. Looking at the server files I've noticed that the library is strongly outdated (2.0.17). Maybe it's worth to try updating the binary (https://github.com/Javacord/Javacord/releases/tag/v3.4.0) to try eliminating those issues. Also, increasing/adding logging would be super helpful for diagnosing this issue. Just throwing some ideas out to help expedite fixing the issue. Here's an exceprt from a log file: Jun 08, 2022 8:16:07 AM de.btobastian.javacord.utils.JavacordLogger info INFO: Websocket closed with reason null and code 1000 by server! Jun 08, 2022 8:16:07 AM de.btobastian.javacord.utils.JavacordLogger info INFO: Could not resume session. Reconnecting now... Jun 08, 2022 8:16:58 AM de.btobastian.javacord.utils.JavacordLogger info INFO: Websocket closed with reason null and code 1000 by server! Jun 08, 2022 8:16:58 AM de.btobastian.javacord.utils.JavacordLogger info INFO: Could not resume session. Reconnecting now... (...) Jun 08, 2022 8:17:44 AM de.btobastian.javacord.utils.JavacordLogger info INFO: Websocket closed with reason null and code 1000 by server! Jun 08, 2022 8:17:44 AM de.btobastian.javacord.utils.JavacordLogger error SEVERE: Websocket connection failed more than 5 times in the last 300 seconds! Stopping reconnecting.
  9. For the past month or so I've been working on further developing the DrHyde's Vaccine mod to suit the needs of PZ roleplaying servers. There is one feature I'd really like to implement but am unable to. Vaccinating OTHER PLAYERS -- how can I code a function that will change the other player's bodyDamage()? So far I've successfully added a UI-button to the HealthPanelUI that opens up when medically checking right-clicked player, but I just can't manage to add function that will change right-clicked player's stats. The code I'm using is simple: adds UI-button and a 'confirmPress' function that runs when that button is pressed. But how do I change the local function confirmPress(button, args) to apply changes to the other player's stats and not the one that initiates the button press (me)? Any help is appreciated-- please help me solve something that I couldn't figure out in a month worth of time.. -- Functions for button of UIs local function confirmPress(button, args) local player = getPlayer(); if player:getInventory():getItemFromType('CmpSyringeWithVirus') then if player:getInventory():getItemFromType('AlcoholedCottonBalls') then player:getBodyDamage():setInfected(true); player:getInventory():Remove("CmpSyringeWithVirus"); player:getInventory():Remove("AlcoholedCottonBalls"); else player:Say("Cotton balls?"); end--if else player:Say("Nothing to inject with.."); end--if end--function -- Add HealthPanelUI Syringe Button local ISHealthPanel_createChildren = ISHealthPanel.createChildren function ISHealthPanel:createChildren() ISHealthPanel_createChildren(self); self.fitness:setWidth(self.fitness:getWidth()/1.5); self.TOCButton = ISButton:new(self.fitness:getRight(), self.healthPanel.y, 20, 20, "", self, confirmPress); self.TOCButton:setImage(getTexture("media/ui/iconForMenu.png")); self.TOCButton.anchorTop = false self.TOCButton.anchorBottom = true self.TOCButton:initialise(); self.TOCButton:instantiate(); self:addChild(self.TOCButton); if getCore():getGameMode() == "Tutorial" then self.TOCButton:setVisible(false); end end local ISHealthPanel_render = ISHealthPanel.render function ISHealthPanel:render() ISHealthPanel_render(self); self.TOCButton:setY(self.fitness:getY()); end
  10. You can build stairs near the wall on the second floor and go through the wall. In this way, you can overcome obstacles or build traps for players.
  11. Hey everyone! So I'm running a pretty big PvP server + community and after some months I have made certain experiences with PvP and specifically base raiding that I'd like to share alongside some of my ideas to solve/improve upon these issues. Like we all know PvP is kinda whacky in PZ at the moment and I hope the devs will improve on this aspect in the future as there definitely is a sizeable PvP community around the game that thursts for changes in this department lol THE 2 BIG PROBLEMS: #1 Safehouses make raiding almost impossible but without them offline raiding will frustrate players and make it unviable to have a base in any premade structure On well populated servers EVERY place will get visited after some time so with no safehouse system in place you are guaranteed to lose all your progress at some point. At the same time it would be a shame not making use of all the cool structures on the map for basebuilding. Safehouses on the other hand make base raiding almost impossible as they allow the defender to respawn infinitely and throw their body at them until they eventually break and have to flee or they just log out and the protection become active again. On our server we have the setting activated that safehouses will become lootable whenever the owner (or one of the members) is online. That makes the situation a little bit better but openly attacking a safehouse while the inhabitants are present is still not possible as, like I mentioned above, they will just zerg rush you and your team mates until you run out of ammo and another problems that comes up with this is that defenders can just combat log and leave the attackers with a protected base they cant raid. Of course we have rules against things like zerg rushing and combat logging but there cant be an admin online 24/7 to help out in those cases and its always kinda unimmersive when an admin has to come and resolve PvP situations just because some nutsack couldn't be bothered with reading the rules before and following them. Now you could argue here that I could disable safehouse respawning but I think that isn't a good solution to the problem as its rather annoying if you have to spawn in some random place each time you die in a PvE scenario. Especially if you have a wilderness base and no safehouses at all will make offline raiding a thing again and that just sucks. Imagine coming back home from a long day of work, looking forwards to playing on your favorite server and suddenly all your progress is gone. #2 Stunlocks in gun combat There is a server settings that disables stunlocks in melee combat, why isn't there an equivalent for guns? One could argue here that PZs gun combat is (weirdly) realistic in that sense as whoever shoots first usually wins but it's still a game and gun combat is way more enjoyable when players have a chance to fight back. POSSIBLE SOLUTIONS: #1 Safehouses make raiding almost impossible but without them offline raiding will frustrate players and make it unviable to have a base in any premade structure I thought a lot about this. There is a mod called "SSR: Safehouses Overhaul" on the workshop. That mod adds a feature that allows to "capture" safehouses and I think having such an (optional) feature in vanilla PZ would solve most issues with safehouse mentionend in the problems section. I'd imagine it to work like that: - Safehouses can be temporary captured when the owner (or at leat one member) is online and not present in the safehouse (have been killed or are away on a loot run etc.) - Server owners can set the time it takes until the safehouse will switch ownership back to the original owner essentially limiting the raid time to like 20 rl minutes This would prevent owners/members of a captured safehouse to respawn in it infinitely and logging out won't activate the offline protection without the need to deactivate safehouse respawns in general for anyone. #2 Stunlocks in gun combat The obvious solution here is to give us a setting that disables stunlocks in gun combat. Now I know the devs have mentionend wanting to overhaul the whole aiming mechanic to a more skill based system. We'll have to see how this will affect gun combat but I could imagine a system where stunlocks only happen on critical hits etc. But yeah thats future stuff. For now the best solution here would definitely be to give us a setting to disable stunlocks in gun combat. CONCLUSION: There's obviously still some open construction sites to make PvP and Raiding viable and enjoyable in PZ but I think the devs are well aware of that (given the content of the Thursdoids) and additions like traps etc. will definitely make base raiding way more fun for all sites (attackers and defenders). The good thing I see here is that there isn't actually THAT much to do to make PvP viable. Something like a capture system I mentionend above is definitely worth its own release but it could be way worse. The base for an enjoyable surivival PvP game is there and I hope the devs will make use of that base and turn PZ into a true gem when it comes to PvP gameplay without annoying things like offline raiding that plague other survival PvP games. I look forward to feedback and discussions on my ideas. Please tell me what you think of them. PS: No I don't think that "Use mod XY" is a good solution for a problem.
  12. Hi, The following error / bug is on a server that has been running the same map for a few months now (since 41.71 stable was released), with no mods. Today, I run "quit" to stop the server, in order to make a proper full backup of it. Without changing anything at all, when I start the server back up, it gets stuck initializing, completely stuck on a endless loop. 2022-08-09 13:20:05,075 |chat| INFO : Faction chat '#####' created 2022-08-09 13:20:05,141 |Log| INFO : loading 19471 zones from map_zone.bin 2022-08-09 13:20:05,460 |Log| INFO : Max #ZONES on one chunk is 19 2022-08-09 13:20:06,303 |Log| INFO : InventoryItem.loadItem() data length not matching, resetting buffer position to '1136780'. itemtype: Base.LightBulbCyan 2022-08-09 13:20:06,303 |Log| INFO : InventoryItem.loadItem() data length not matching, resetting buffer position to '1136780'. itemtype: Base.LightBulbCyan 2022-08-09 13:20:06,303 |Log| INFO : InventoryItem.loadItem() data length not matching, resetting buffer position to '1136780'. itemtype: Base.LightBulbCyan 2022-08-09 13:20:06,303 |Log| INFO : InventoryItem.loadItem() data length not matching, resetting buffer position to '1136780'. itemtype: Base.LightBulbCyan 2022-08-09 13:20:06,303 |Log| INFO : InventoryItem.loadItem() data length not matching, resetting buffer position to '1136780'. itemtype: Base.LightBulbCyan 2022-08-09 13:20:06,303 |Log| INFO : InventoryItem.loadItem() data length not matching, resetting buffer position to '1136780'. itemtype: Base.LightBulbCyan The error "InventoryItem.loadItem() data length not matching, resetting buffer position to '1136780'. itemtype: Base.LightBulbCyan" will keep spamming, at around 3 thousand entries a second and will never stop. I waited for 15 mins, which shows that its clearly stuck in some sort of code bug which causes a infinite loop. Being more specific, the server printed 4.3 Million log entries with this error only in 20 mins. Will test this on 41.73 or might even just give up on the map, but thought of reporting. EDIT: Confirmed, issue persists on 41.73...
  13. In my adventures to create a mod that adds new zombies to the spawn lists, I've been trying to add configuration options that, well, function as intended. My efforts have been blocked either because the 'core' sandbox options don't apply consistently, and I know they're not applying reliably, because if I put a nice little block of code into my mod to print the variable values to the console, it always returns the default values set in the sandbox-options.txt instead of the values I defined during game setup. I've tried using OnLoad and OnGameStart functions in which case they do work... but only for Singleplayer, and then the functions completely break Multiplayer compatibility -- which is a dealbreaker. All I want to do is make it so players and serveradmins can adjust the spawning frequency of certain types of zombie to suit their tastes. Having sandbox vars be saved, loaded, and applied properly would go a long way, and it's possible this is a problem for other mods using them as well.
  14. (Suggestion) I think the ability to carry injured players and NPCs would add a lot to the gameplay in creating a more authentic and cooperative environment. In the game currently, when a player is overexerted, their movement is compromised. Injuries such as broken bones also have this effect. This would mean certain death in many scenarios, regardless of whether the player is alone or with other survivors. My hope is that this feature could allow players to compensate for each-other, perhaps at the cost of their own safety. With this feature, players could either aid someone in walking with an arm over their shoulder or by carrying the injured/exhausted/incapacitated survivor on the player's back (or @Bullet_Magnate's suggestion a 'Fireman carry' and/or dragging). These actions would come with drawbacks for the player performing the action, however the incentive to save a fellow survivor could create a moral choice for players. Drawbacks could include the 'Heavy Load' moodle and its debuffs or a general reduction of speed as well as the inability to use weapons. This feature could also pave the way for more potential interactions between survivors such as pulling or restraining. I am not a modder nor do I have experience in game design, and so I don't know the feasibility of this suggestion. If this has already been suggested or if It doesn't meet suggestion requirements, let me know! I'd also love to hear any other ideas or criticism and will be adding or adjusting accordingly.
  15. So let's say that you play with a friend and you are both performing actions that take some time (the progress bar shows up) and you would like to speed it up, but currently that's not possible. So the suggestion is that the host should be able to skip time BUT when somebody moves the time would immidiately go back to normal speed (just like in singleplayer). As an example let's say player 1 took wakeful trait and is currently reading a book and players 2 was tired so he went to sleep. Player 1 speeds up the time so that they would read faster and because of that player 2 would sleep faster. Player 1 then finished reading and time started to move at normal pace, after that they also went asleep with player 2.
  16. Good Morning all, I am having some performance issues with my gtxgaming dedicated server. This issue only occurs when there are a lot of my friends in the server and while either fighting hordes of zombies or while traversing around the hordes in vehicles. Quick Info about the server; Slots = 12 (Average 10/11 slots used at peak time) Memory allocation =12GB Hard drive = SSD CPU = 4.6ghz (8Cores/16Threads) Currents Mods on Server All of KI5 Vehicles, 5x XP from Exercise Admin More Tiles, Organized Literature Mod Arsenal(26) GF Mod, Authentic Z AutoStar MotorClub AutoStar Trailers,Autostar Tuning Bus Autostar Tuning Atelier -[Dadge Steals, Fjord Mustard and Jaap Wrungel] Playable Guitar Mod Become Desensitized Bedford Falls - [MAP addon] Befs professions and traits Better belts Better sorting Better Towing Blackwood - [MAP addon] Brita's Weapon Pack Brita's Armor Pack Combat Text Containers Crematorium Daddy Dirkie tiles Danger Moodes [Cold and Flu) Danger Moodles (insanity) Dragon Slayer Dylans Tiles Pack Easy Config Chucked Ekron - [MAP addon] eris_minimap Extra Map Symbols Fix XP View (Build41) Fort Benning - [MAP addon] Grapeseed - [MAP addon] Invisible Clothing Patches Item Tweaker API - Still Works in Build 41.65 Jump Through Windows Just throw them out the window Ladders Lone Wanderers saving grace Map Legends UI Map Symbols Size Slider Minimal Display Bars Mod Manager Mod Options (Build 41) Moodle Fractions Moonshine More Seats (Van and Stepvans) More Traits NightVision API Night Vision Goggles Pitstop - [MAP addon] Player Traps Mod Profession Framework Rain Wash Raven Creek - [MAP Addon] Repair any clothes Repair metal weapons Rifle sling fix Save out station Scooby Doo mystery machine Share your map symbols Simple playable pianos Snow is water Soul Flichers Building time Soul Flichers Cooking time Soul Flichers Exploring time Soul Flichers Drinking time Soul Flichers Farming time Soul Flichers Foraging time Soul Flichers Learning time Soul Flighers Turning time Spear Traps Tactical Weapons 41.65 Teha's Zomboid Expansion The only Cure BETA - UI update The workshop Throttlekittys tiles Time to cook True Actions - Dancing Tsars Common Library [MP updated] Undead Survivor Vilesprings M113a1 [B41] Weapons Condition Indicator [41.60+] Wringout Clothing Zombie Cure medical cocktail [41.65+] Alternative Crosshair Cheat Menu V2.9.1 Skill Recovery Jornal 1993 American Vehicle Pack fhqwhgads Vehicle Pack - The motor Zone Professional Framework Build 41 Patch Reliant Robin Mk2 STALKER Armour Pack Behicle Spawn Zones Expanded UH-60 Black Hawk Better Lockpicking GEAR - Graphic Equipment Appearance Rig Mod Manager: Server Two Weapons on Back Two Weapons on Back With Brita's Armour Pack Over the River - [MAP Addon] Over the River second route - [MAP addon] More Builds Random Zombies Server settings Zombie amount = Very high Population multiplier = 3.0 Population start multiplier = 2.0 Population peak multiplier = 2.0 Respawn hours = 30.0 Respawn unseen Hours = 16.0 I am unsure whether the server does not have enough RAM to support 11 players with all these mods running and the high zombie settings. I have searched through the browser console with not much luck. Any ideas would be greatly appreciated and if you require any further info I shall try my best to get it. Many thanks, Hunter
  17. I've made a building into the vanilla map and I tested it on a Solo world to check if it loaded correctly (which it did). I want to have it load into my Private server but I can't get pass the "Loading World" prompt when starting the server. I'm not sure what I'm suppose to do, only thing that comes to mind is to make my map/building into a Workshop mod. I have it selected as a mod and map before launching the server. It doesn't show in workshop so that's what I assume is the issue to why it won't load. Any help will be appreciated <3
  18. Initially, when i brought back some military crates, they were working normally, but after some time they hang in the air, when i try to place them. Not sure why.
  19. Go to your Library and then select "Tools". Scroll until you see "Project Zomboid Dedicated Server" and download/install it like you would with a game. Once downloaded, you start it. Start the game from the host option in PZ Did that. So I started a server earlier today as a test. Just to see if it would work. I went through the settings to configure a quick game setup. Played around in game a bit. I had invited someone to see if they could get in but at the time they were busy. Hours later I wanted to run another test. I can not host a game. It tries to load the game but then stops at the point when it says loading map. I went through and created a new server. Still not able to get in. I tried deleting the old server. NP there. Created new game settings and still nothing. I went through searching public games and I found 1 that let me in. However thats about as far as I can get.
  20. I'm admin of my own server. The bug shows up when my character have an skill at level 0 and reads the any book of level intermediate and up using the admin power instant action. If they reads the beginners book recibes the corresponding boost. At level 2 of the skill stops reviving boost as usual but if they read the intermediate book recibes no boost at all. This is true for every level of skill book and every skill. I consistently try them all.
  21. My friend and I love to loot houses and shops, marking the ones we have already shared on the map. But the unpleasant moment is that I have to throw my marked card to a friend in the discord. It would be nice to add the ability to share your map with a friend to show him the marked houses. This could be done through the player click action menu or, more realistically, by discarding your map so that a friend can pick it up, display it and discard it back, but I like the first option.
  22. It's annoying when people can so easily hotwire cars in MP and steal other players cars. I think cars should be safe when inside our safehouse and other players cannot enter/interact with our cars just like safehouse loot.
  23. Good day survivors. 🧟‍♀️ I’ve been playing with 4 friends every Friday. My wife also joins with local screen split time to time. Our group love spending time in the game. Friday night has become our ritual. My question: The host(a friend) can’t play other than Friday. I no longer want to invest time in single mode. Its so lonely. Is it possible for the host to send me my character data, I play in single player mode, then send character data back to the host when we play on Friday night? Will my character updates status and inventory? He doesn’t want to migrate entire host save files.
  24. Hello, I needed to spawn vehicles in multiplayer for a trader mod... Once i realized i was going to need one lua recipe per car i freaked out cause thats a lot of code even if im using a generator. So i created CarWanna, the multi-player vehicle spawning library so that other players with out lua experience can add recipes to craft cars via pink slips. Yes it works on multiplayer on build 41.68 with all anti cheats enabled. Here is my is my library on steam, it comes with all the vanilla vehicle pink slips and recipe to craft all of the vanilla cars from that. https://steamcommunity.com/sharedfiles/filedetails/?id=2786560561 I have created addons for several popular vehicle mods: Autotsar Car Titles https://steamcommunity.com/sharedfiles/filedetails/?id=2787344986 fhqwhgads Car Titles https://steamcommunity.com/sharedfiles/filedetails/?id=2787345141 Filibuster Rhymes' Used Car Titles https://steamcommunity.com/sharedfiles/filedetails/?id=2786565562 KI5 Car Titles https://steamcommunity.com/sharedfiles/filedetails/?id=2787345275 At release i current support the spawning of 385? some odd cars (my count is off as fhq added that car pack last night) I created this for the SIXIS BlackMarket for the server i play on, you can take a look at how i have added that in as a requirement here: https://steamcommunity.com/sharedfiles/filedetails/?id=2770287924 and realized what i had made and decided to rip it out and create this mod along with a template mod so anyone else can add their own cars with a guide: https://steamcommunity.com/sharedfiles/filedetails/?id=2786568777 Here is a a example of what a addon for this another trader mod: Wizard's Titles https://steamcommunity.com/sharedfiles/filedetails/?id=2789247660 Wizard Trade Plus Mod https://steamcommunity.com/sharedfiles/filedetails/?id=2786290508 I have also decide to release my project under GNU GPL v3, access to my source code is here: https://github.com/xyberviri/CarWanna Comments, Opinions, Curses are welcome, if i have coded something wrong or could have done something better please let me know. Yes i do plan on improving it with more features. Current bugs(features i havent added yet): -Vehicles spawn facing south fixed -Vehicles spawn with random inventory fixed -Spawn function requires player target to spawn Pinkslips no longer require additional recipes as tags are used for creation of vehicles.
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