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  1. • 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 Looking at the server files I've noticed that the library is strongly outdated (2.0.17).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.
  2. 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.
  3. 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.
  4. 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.
  5. 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.
  6. Version 41.68 Both Single player and Multiplayer Host No mods. Vanilla version. Reproduction steps: Start game as Custom Sandbox Find a VHS that boosts a skill Watch the VHS that boosts a skill Kill player Create new player Attempt to re-watch the same VHS No skill boost. Also the tape is watched under the character UI prior to re-watching. Relates to: https://theindiestone.com/forums/index.php?/topic/49635-build-4166-mp-vhs-tapes-do-not-give-xp-if-already-watched-by-previous-players/ https://theindiestone.com/forums/index.php?/topic/50657-vhs-tapes/
  7. 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.
  8. So, I was thinking of a way to make bases something viable to do in public servers. Since there is still no balance between "time required to build the base" vs "time required to assault the base". But I also don't think that's the purpose of the game, I don't think the game needs such a system, after all, it doesn't set out to be a Rust or DayZ. I thought of two possible systems, both would need a group system, being able to add or remove players from groups. 1 - The most basic and simple. Makes all party member buildings indestructible as long as no party member is online. Or at least all buildings that are not on top of streets and transport routes. 2 - As soon as the last player in a group goes offline, all buildings in that group disappear, but other players could not build in the same place where there are "invisible buildings". I think the first system is more viable, but the server would need a very active moderation team to prevent abuse from being committed by this system. So it might be even better to limit each group to one construction zone. It will force him to build only within that zone and not bloc all the houses in a city. Maybe even allowing the group to have 2 zones, a wider rural and a not so wide urban. Or allowing this to be largely configured by the server itself. [EDIT] Even with the restrictions, the first system could still be abused, with a group avoiding having its base destroyed under any circumstances. For this, the easiest thing to think about would be a delay for indestructibility to start to take effect, or something more cohesive, like allowing structures that have already started to be destroyed while the group was online, to be destroyed until the end
  9. I have a dedicated server setup for a small group of buddies as I tuned the sandbox settings to suit our gameplay. However, after changing the loot rarity settings, I don't seem to notice any difference in the loot spawns as I can easily find weapons/guns in houses or police stations. After resetting the world and double checking the sandbox settings, I tried it again and to no avail I can find the same amount of loot I did previously. The strange thing is I know the sandbox settings are working as I also changed the zombies spawn/behavior, I tested the zombies first and they're definitely behaving correctly according to the sandbox settings. I want to assume loot distribution is borked slightly as I did see an issue similar to mine back in December 2021 where loot rarity didn't change with sandbox settings, though It could also be me being a bone head. If anyone has suggestions | fixes of any kind please let me know, I'm not running modded at all.
  10. Hi all, is this an intended behaviour? After renaming a server, players can no longer access their old characters. Host still has option to "delete player" and "delete world" etc. Anyone know how I can get those characters back? I thought of changing the name back but an experience I read elsewhere suggests that might make things worse.
  11. Hi, I have some suggestions that will help admins QoL for multiplayer and hopefully balance every server's unique needs. - Ability to set PVP areas for map chunks: So the idea is there's a panel where admins can go to and set PVP areas for specific map chunks. Let's say a server is PVE focused but also wants a few PVP elements so they allow high stakes areas like Louisville to be a PVP area. This should also be map mod compatible for good maps like Ravencreek, Bedford, etc. The current non-pvp zone is a bit clunky for assigning very large areas (it causes fps to drop really badly). There should also be an inverse button so PVE focused and PVP focused servers can have the best of both worlds. - Antigrief for non-SH areas: This has probably been suggested but the idea is to set non-griefable zones (via sledge/fire) in certain areas. Would be useful for server event areas and special areas intended for RP purposes. - Admin Powers to fly ability and teleport ability to 2nd/3rd floors for building purposes: It can get kind of annoying to build public server buildings especially if its more than 1 story tall. - Ability to check a history of last touched by: In case of players exploiting certain items or griefing. - A Respawn Containers/Respawn non-residential building setting: Since some public MP servers can have lots of players, sometimes players trying to gain XP for metalworking/carpentry have to disassemble objects from public buildings. Over time these buildings and their containers will vanish leaving even fewer loot for new players. So maybe add an option for resetting public buildings say every 3/6 months or yearly. Of course residential (the orange buildings) shouldn't count. I hope that this setting could also fix players complaining about griefers or arsonist destroying key buildings such as gun stores and police offices intended that the server has respawning items. Such setting should hopefully also extend a world's lifetime greatly since most server's I know have already gone through at least 1 world wipe since MP launched 2 months ago. Thanks you.
  12. Immersive drunk speech Do you think you sound like a TV presenter when you drunk? Now what you say will depend on your level of alcohol intoxication! Configuration for multiplayer and singleplayer In game configuration Manual configuration You need to modify a file. Windows path: %HOMEDRIVE%%HOMEPATH%/Zomboid/Server/servertest_SandboxVars.lua Linux path: ~/Zomboid/Server/servertest_SandboxVars.lua "servertest" may be different if you use a custom server name. For example: myserver_SandboxVars.lua Append this to the bottom: iDrunk = { AllowYell = true, AllowWhisper = true, AllowFaction = false, AllowSafehouse = false, AllowAdmin = false, AllowSay = true, AllowGeneral = false, } Supported languages Russian [RU] English [EN] You can also add or adjust a special dictionary for your language. You can find the instructions in the github repository. Link at the bottom of the description. Useful links Steam workshop GitHub Discord
  13. Immersive Medicine Extension of default medicine Are you tired of the same type of meds? Are you surprised that in this world, all treatment consists of taking antidepressants and painkillers?I think I've found a solution for you. Meet: Immersive Medicine Blood transfusion system Do you think it's enough to monitor the character's default health? You're wrong. Now you need to monitor the blood volume in your body: Slight blood loss: slight fatigue and drowsiness; Moderate blood loss: cold sweat, thirst; Critical blood loss: blurred vision, feeling cold; Fatal blood loss: complete exhaustion - don't forget to bring an obol with you Does the last point sound scary? Put the white slippers aside! Either stock up on blood packs of your group in advance, or ask your friend. Just be careful: suddenly he is infected or his group simply does not suit you. Becoming a donor is easy. You need: a blood testing kit, an empty blood bag, a catheter for intravenous transfusion. And a refrigerator. If you overdo it and you need to store a friend or blood bags somewhere. To perform a blood transfusion, you need to select either the right or left forearm in the health panel Blood pressure and pulse systems Now your character has a pulse and pressure in addition to the blood system! To determine the pulse, you need to select either the forearms, neck or groin in the health panel. But I have a better solution for you - Sport Tester Knox Electro KE 3000 This wristband will show your pulse in real time! To determine the pressure of the character, you will need the Tonometer Nanasonic EW3039S! All you need is just press the button. Drugs and dosage forms I have a whole line of drugs in store for you. There are not many of them yet, but the list will be replenished: Alkagine - an analgesic non-narcotic agent; Bismuth subsalicylate - anti-ulcer and antidiarrheal agent; Morphine - an opioid analgesic; Butamirate - antitussive agent; Naloxone - an opioid receptor antagonist; HemoStop - hemostatic powder; Umifenovir - an antiviral agent; Nasivion - nasal drops; Erythropoietin - in sports, it is doping; You can find more information about the drugs here: Guide Morphine, naloxone... It sounds simple: take a syringe, stick a needle and let it run through the veins, what will come to mind? What if there are no syringes and needles in stock? Dosage forms Oral: tablets, syrups, liquids (to take the drug, you need to select the head in the health panel); Parenteral: intramuscular and intravenous injections (to inject the drug, you need to select a body part in the health panel); Topical: creams, powders (to apply the drug, you need to select a body part in the health panel); Nasal: drops (to apply the drug, you need to select the head in the health panel); Found ampoules of alkagine, but no syringes? - Just drink the contents! Just don't drink too much. You're not a doctor to prescribe a dosage for yourself. And how to find out the dosage and avoid an overdose? These are the questions you should ask yourself first! The first aid skill or trait "Pharmacist" will come to the rescue. With the help of them, you will be able to determine the maximum dose, know about side effects, and also identify unknown drugs. Traits Pharmacist - can identify drugs. Knows everything about the composition of medicines and indications for their use; Universal donor - can become a donor for all other blood groups; Universal recipient - can accept blood of all other blood groups; High pain threshold - able to tolerate very severe pain; Low pain threshold - very intolerant of pain; Opioid addiction - susceptibility to opiates is reduced by 40%, the pain threshold is increased. You won't live a day without opiates; Configuration for multiplayer and singleplayer In game configuration You can turn off the blood system - "Enable blood system" option (active by default). This means that the character will not lose blood, can become a donor indefinitely, and the blood type compatibility will not be checked. You can turn off the blood group system - "Enable blood groups" option (active by default) It is responsible only for the compatibility of blood groups. You can turn off the heartbeat sound - "Enable heartbeat sound" option (active by default) Manual configuration You need to modify a file. Windows path: %HOMEDRIVE%%HOMEPATH%/Zomboid/Server/servertest_SandboxVars.lua Linux path: ~/Zomboid/Server/servertest_SandboxVars.lua "servertest" may be different if you use a custom server name. For example: myserver_SandboxVars.lua Append this to the bottom: ImmersiveMedicine = { IsBloodSystemActive = true, IsBloodTypeSystemActive = true, IsHeartbeatEnabled = true, BloodVolumeReduceModifier = 25, BloodVolumeIncreaseModifier = 1, } Supported languages Spanish [ES] (Arko Piktuviry) (May be incomplete) Russian [RU] English [EN] (nurver) Chinese [CN] (SSSherlockkk) (May be incomplete) German [DE] (MichaelHochriegl) (May be incomplete) Italian [IT] (ronfino) (May be incomplete) French [FR] (Fingbel) (May be incomplete) Portuguese [PT] (Richard) (May be incomplete) Brazilian [BR] (Richard) (May be incomplete) Korean [KR] (Dr_teray) (May be incomplete) Polish [PL] (Kahned) (May be incomplete) Useful links Steam workshop GitHub Discord Also check out my new mod: Immersive drunk speech
  14. - 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.
  15. Server Italiano di Safarigames 24/24 - 7/7 - Mods Preparati a partecipare a eventi e a sopravvivere in questo server moddato . Safehouse e fazioni ,prendi possesso di un punto strategico ,insieme ai tuoi amici, e difendilo a costo della tua vita . Unisciti al server Discord di Safarigames : https://discord.gg/zxABE8CYnU e cerca nella sezione corretta ,per trovare come connettersi e rimanere aggiornato sugli eventi
  16. Hi there, Can someone from the dev team provide some clarifications on the meaning for the Zombies statistics? The server has wild performance differences and does so crazy Swings in zombie population. For example, just a few minutes ago, went from normal stable 4k zombies to 13k out of no where, tanking the server responsiveness hard. Most of them marked as "Unauthorized" for a few minutes later, to switch them to "Reusable". Would be great if some explanation on what each statistic here means. (the more technical the better btw) Lastly, the FPS section. I understand that in terms of "Main" fps, it's the server tick rate, where the target is 10. What about networking? What does it represent and what is considered to be healthy values? I've seen a big variation here, from having 150 fps on Networking, to be as low as 10 or less. Thank you.
  17. Hi all, I've been running a Project Zomboid server for the last couple weeks with a fairly high active player base (way over the official server limit) and I've been optimizing the server and fixing issues. However, some issues don't really make a lot of sense to me being a server and was just wondering if the devs or anyone could provide some guidance. I'm getting very frequently the following server log entries: [20-01-22 07:47:34.236] LOG : General , 1642664854236> 967 526 980> Item -> Radio item = Radio.CDplayer. [20-01-22 07:47:34.237] LOG : General , 1642664854237> 967 526 980> Warning: Radio worldsprite not valid, sprite = . [20-01-22 07:47:34.237] LOG : General , 1642664854237> 967 526 980> Moveable.load -> Radio item = Radio.CDplayer. And when I say frequent, I'm talking about several times a minute. Any guidance on how to fix this? Thanks.
  18. Note: This was copy and pasted from my reddit post I made on the same subreddit. Sorry if this seems rushed or unformatted. Hello all. I did make a previous post about this issue a few weeks back when MP was a week old or so. Unfortunately, it didn't really make that big of a splash, and I thought it needed an update anyway. As a server owner, I have come across several details and features that make staffing in PZ more difficult than it should be. Don't get me wrong, some of the features, like being able to tweak server and sandbox settings on the fly (With a fairly easy to navigate UI) is a wet dream. However, there are many flaws that could make staffing on PZ less of a chore; Section 1: Logs One of my biggest concerns about Multiplayer is the log system. While it may have done the job when multiplayer first released, the game has had so many new features that the log files feel barren and almost useless when trying to figure out griefing and rule breaking; Think a staff member is giving themselves items? The server doesn't log them unless it's done through chat commands, which is almost never, since an Item List GUI is far easier to access. Someone stole someone else's vehicle while they were offline? Nothing about entering and leaving cars, only if they damaged or repaired a part. Someone burned down a PoI? Nothing for thrown Molotov's or pipe bombs. You can check if someone changed a tile to a burnt version, but it's difficult to see. On top of that, you can only access the logs if you have access to the server files, which is something I am not wanting to give lower-ranked staff. We already have features like looking in the in-game database and reading text files through the debugger, add that in for the current sessions logs. Given, I could send them the files of said logs, but you have to remember that it would just be easier to access in-game. Section 2: Access Levels On the topic of Staff, the lowest access level, an observer, can still do PLENTY of things that I would not like them to be doing, such as giving themselves items and the ability to change the sandbox settings, and yet, they cannot change their own stats? "Hire staff members you trust" is not only incredibly dull, but ignorant. I could hire a friend I've known for years, and they could still change a sandbox setting because they think it's unfair. And guess what? I wouldn't be none-the-wiser because of the logging system. Section 3: Loot Respawn Unless you are playing on a private server between you and friends, loot respawn is a REQUIREMENT for multiplayer servers, both for newcomers and veterans. However, the loot respawn feels dated, not multiplayer friendly, and is very exploitable. To have respawn on a fixed hourly countdown timer is terrible. Too low of a value, and there are unrealistic amounts of supplies, especially for rare items like military gear, and is boring for veteran players. Too high of a value, and looting becomes tedious for new players. On top of that, some players will always try to farm and grab the most expensive and rare loot the moment they know loot has respawned. Even having a time frame instead of a fixed value would greatly benefit servers. Section 4: Server Listing This one is less of a requirement, but more of a feature I'd love in PZ. When I click on the "Public Servers" on Project Zomboid, I am greeted with row and row of the same font with the same coloured text with the same headers and the same text format and layout. It's boring, it doesn't make your server stand out, and all the "big" servers feel the same as private ones. What would be great is if we could completely customise our descriptions and titles with text formatting and new colours. Hell, even a 128x128 PNG of the server logo would be good enough. But why should I, a regular player with no interest of opening my own server, care about any of this? Because server owners and staff want you to have fun. The last thing server staff want is someone to dislike their server because the giga-mart they've been trying to get to, death after death, has been looted for its food, only for them to die again because they couldn't find a weapon. Players who joined 3 minutes ago should have the same experience as someone who joined 4 months ago when they first started, and have a fair experience doing so. Anyway, if you've made it this far from my rambling, please discuss and share your opinions below. If you suggest something that I think could contribute this thread, I'll add it in. Thank you for your time.
  19. Hi all, I'm renting a dedicated server from Nitrado. No issues so far - however I'm hoping there's a way to play the server in Builder mode (can hit zombies 2-3 at a time, weaker zombies, etc). I see Sandbox settings in the admin tab when I'm connected but I'm not sure exactly what I need to do. Is it possible?
  20. me and my friend are both non steam users but when we try to join each others servers then either we connect to some different server or we do not enter the server
  21. Hello everyone, first day & first post here. Let me tell you about our issue, we're currently hosting a private, dedicated server and we had this problem twice already. hile playing we disconnect and suddenly the next time we want to log back in the screen stops on the messege: "Loading 40/546 segments of the map" (or something like that). This blocks our character from loggin in, and kicks us back to the desktop, but not all of us, only the ones on Rosewood. 3 of my firnds play on Luisville and the rest of us are using the Fire department as a safehouse, this building got rolled back to zero (it even had water again 30/30) but our vehicles and carts were right where we left them. If we try loggin in with a new account, it lets us in, logs the whole map and everything, but our main characters are stuck on that screen. In addition to this, while driving around on this new characters we found a lot of "black squares" where the streets should've been, this lagged the game HARD and then *PUFF* the streets reapeared. We don't know if this issues are connected or not, but this rollbacks are killing the game for us. Any idea of what can be causing this ? We tried verifying the files, starting the server again from zero, uninstalling the game individually, copying and pasting the files of our saves/multiplayer folders, deleting the folders, and nothing fixed it.
  22. How it works? Loot is generated when opening a container? When a player enters a chunk? Are there any differences from the singleplayer mode? I have found various options on the forums, but I don’t understand which one is correct.
  23. VHS: Server doesnt remember that VHS tapes were watched. After rejoining the server can re-watch skill tapes for infinite exp. One player is standing next to TV and watching skill VHS. Other players are far away and doing something else. Other players also get tagged as "watched" VHS, but dont get any skillpoints. Doors: Closing the door and going few steps away doors opens again by itself.
  24. Formatting such as [col=255,255,255] or *255,255,255* doesn't work over radios, either in overhead messages or in the chat log. The cause of this is twofold. For the chat log, this appears to be because SayChat.getMessageTextWithPrefix calls ChatUtility.parseStringForChatLog, while RadioChat does not. Notably, this also affects vanilla radio broadcasts, for example ones that use music. For the overhead messages, it appears to be because RadioChat.showInSpeechBubble doesn't call ChatUtility.parseStringForChatBubble, whereas RangeBasedChat.showInSpeechBubble does. (This is because RadioChat overrides it and doesn't call super, but I'm not entirely sure why the override exists.) Frequency doesn't show up properly, as -0.1-MHz. You can test it by listening to the AEBS. This is probably because radioChannel defaults to -1, and setRadioChannel isn't called in Radio.AddDeviceText. Even worse, the override that takes a string argument doesn't create a chat message, meaning it cannot be called there, at least not without changing the surrounding code. Frequency now shows up properly, at least. Also, stationary/placed radio messages don't show up in chat, even if they're from players. Combined with the quick message fade, this makes it almost impossible to use for multiplayer communication. Finally, handheld radios will automatically turn off if not held in your hand, which makes clipping a walkie-talkie to your belt useless. This makes even handheld radios useless in multiplayer.
  25. Version? legacy41_61 and public Singleplayer/Multiplayer? Multiplayer Host or dedicated? Dedicated Mods? No Reproduction steps: legacy41_61 branch: Download the server software using SteamCMD // Set the game installation directory force_install_dir /home/steam/ZomboidDedicatedServer login anonymous // Install/Update the Zomboid Dedicated Server app_update 380870 -beta legacy41_61 validate quit Attempt to set the maximum JVM RAM to 6 GiB using the `start-server.sh` file. #!/bin/bash # ############################################################################### INSTDIR="`dirname $0`" ; cd "${INSTDIR}" ; INSTDIR="`pwd`" if "${INSTDIR}/jre64/bin/java" -version > /dev/null 2>&1; then echo "64-bit java detected" export PATH="${INSTDIR}/jre64/bin:$PATH" export LD_LIBRARY_PATH="${INSTDIR}/linux64:${INSTDIR}/natives:${INSTDIR}:${INSTDIR}/jre64/lib/amd64:${LD_LIBRARY_PATH}" JSIG="libjsig.so" LD_PRELOAD="${LD_PRELOAD}:${JSIG}" ./ProjectZomboid64 "$@" elif "${INSTDIR}/jre/bin/java" -client -version > /dev/null 2>&1; then echo "32-bit java detected" export PATH="${INSTDIR}/jre/bin:$PATH" export LD_LIBRARY_PATH="${INSTDIR}/linux32:${INSTDIR}/natives:${INSTDIR}:${INSTDIR}/jre/lib/i386:${LD_LIBRARY_PATH}" JSIG="libjsig.so" LD_PRELOAD="${LD_PRELOAD}:${JSIG}" ./ProjectZomboid32 "$@" else echo "couldn't determine 32/64 bit of java" fi exit 0 JARPATH="java/:java/lwjgl.jar:java/lwjgl_util.jar:java/sqlite-jdbc-3.27.2.1.jar:java/uncommons-maths-1.2.3.jar" LD_PRELOAD=/usr/lib/jvm/java-7-openjdk-amd64/jre/lib/amd64/libjsig.so \ java \ -Dzomboid.steam=1 -Dzomboid.znetlog=1 \ -Djava.library.path="${INSTDIR}/natives:${INSTDIR}/linux64" \ -Xms2048m \ -Xmx6144m \ # <-- SETTING MAX JVM RAM. COMMENT ONLY FOR THIS REPORT -XX:-UseSplitVerifier \ -cp "${JARPATH}" \ zombie.network.GameServer \ "$@" exit 0 # # EOF # ############################################################################### Run the server by running the above modified file. Observe that the server is only ever allocated 2048 MiB of RAM from the server logs: 64-bit java detected 2021-12-27T19:02:39.822048743Z ERROR: ld.so: object 'libjsig.so' from LD_PRELOAD cannot be preloaded (cannot open shared object file): ignored. 2021-12-27T19:02:39.823315370Z ERROR: ld.so: object 'libjsig.so' from LD_PRELOAD cannot be preloaded (cannot open shared object file): ignored. 2021-12-27T19:02:40.113207134Z pzexe: looking for PZXInitThreads.so 2021-12-27T19:02:40.113239104Z pzexe: libPZXInitThreads64.so was not found. This is ok for a server, but multi-core rendering won't work on a client without it. 2021-12-27T19:02:40.113243294Z pzexe: about to run java hack to locate libjvm.so... 2021-12-27T19:02:40.113245633Z pzexe: executing "java -classpath pzexe.jar -Djava.library.path=. zombie.pzexe" 2021-12-27T19:02:40.113247743Z pzexe.java: loading shared library "pzexe_jni64" 2021-12-27T19:02:40.113249823Z JVM=/home/steam/ZomboidDedicatedServer/jre64/lib/server/libjvm.so 2021-12-27T19:02:40.113251893Z pxexe: /proc/self/exe=/home/steam/ZomboidDedicatedServer/ProjectZomboid64 2021-12-27T19:02:40.113253853Z pzexe config file: /home/steam/ZomboidDedicatedServer/ProjectZomboid64.json 2021-12-27T19:02:40.113255813Z pzexe: mainClass: zombie/network/GameServer 2021-12-27T19:02:40.113259723Z pzexe: classpath: -Djava.class.path=java/.:java/istack-commons-runtime.jar:java/jassimp.jar:java/javacord-2.0.17-shaded.jar:java/javax.activation-api.jar:java/jaxb-api.jar:java/jaxb-runtime.jar:java/lwjgl.jar:java/lwjgl-natives-linux.jar:java/lwjgl-glfw.jar:java/lwjgl-glfw-natives-linux.jar:java/lwjgl-jemalloc.jar:java/lwjgl-jemalloc-natives-linux.jar:java/lwjgl-opengl.jar:java/lwjgl-opengl-natives-linux.jar:java/lwjgl_util.jar:java/sqlite-jdbc-3.27.2.1.jar:java/trove-3.0.3.jar:java/uncommons-maths-1.2.3.jar 2021-12-27T19:02:40.113272723Z pzexe: vmArg (json) 1: -Djava.awt.headless=true 2021-12-27T19:02:40.113274763Z pzexe: vmArg (json) 2: -Xms2048m 2021-12-27T19:02:40.113276663Z pzexe: vmArg (json) 3: -Xmx2048m # <-- JVM Max RAM set to 2 GiB 2021-12-27T19:02:40.113278493Z pzexe: vmArg (json) 4: -Dzomboid.steam=1 2021-12-27T19:02:40.113280423Z pzexe: vmArg (json) 5: -Dzomboid.znetlog=1 2021-12-27T19:02:40.113282443Z pzexe: vmArg (json) 6: -Djava.library.path=linux64/:natives/ 2021-12-27T19:02:40.113284453Z pzexe: vmArg (json) 7: -Djava.security.egd=file:/dev/urandom 2021-12-27T19:02:40.113286373Z pzexe: vmArg (json) 8: -XX:+UseZGC 2021-12-27T19:02:40.113288333Z pzexe: vmArg (json) 9: -XX:-OmitStackTraceInFastThrow 2021-12-27T19:02:40.113290233Z pzexe: using jvm "/home/steam/ZomboidDedicatedServer/jre64/lib/server/libjvm.so" 2021-12-27T19:02:40.246246444Z DEBUG: General , 1640631760224> 11,601,441> LoggerManager.init > Initializing... 2021-12-27T19:02:40.262681331Z LOG : General , 1640631760262> 11,601,469> cachedir set to "/home/steam/Zomboid" Server then crashes when attempting to use more than 2GiB of RAM. public branch: Download the server software using SteamCMD // Set the game installation directory force_install_dir /home/steam/ZomboidDedicatedServer login anonymous // Install/Update the Zomboid Dedicated Server app_update 380870 -beta public validate quit Attempt to set the maximum JVM RAM to 6 GiB using the `start-server.sh` file. Discover during the previous step that those settings don't exist. #!/bin/bash # ############################################################################### # # Edit memory option -Xmx2048m \ # or ProjectZomboid32.json for 32bit servers (rare) # ############ INSTDIR="`dirname $0`" ; cd "${INSTDIR}" ; INSTDIR="`pwd`" if "${INSTDIR}/jre64/bin/java" -version > /dev/null 2>&1; then echo "64-bit java detected" export PATH="${INSTDIR}/jre64/bin:$PATH" export LD_LIBRARY_PATH="${INSTDIR}/linux64:${INSTDIR}/natives:${INSTDIR}:${INSTDIR}/jre64/lib/amd64:${LD_LIBRARY_PATH}" JSIG="libjsig.so" LD_PRELOAD="${LD_PRELOAD}:${JSIG}" ./ProjectZomboid64 "$@" elif "${INSTDIR}/jre/bin/java" -client -version > /dev/null 2>&1; then echo "32-bit java detected" export PATH="${INSTDIR}/jre/bin:$PATH" export LD_LIBRARY_PATH="${INSTDIR}/linux32:${INSTDIR}/natives:${INSTDIR}:${INSTDIR}/jre/lib/i386:${LD_LIBRARY_PATH}" JSIG="libjsig.so" LD_PRELOAD="${LD_PRELOAD}:${JSIG}" ./ProjectZomboid32 "$@" else echo "couldn't determine 32/64 bit of java" fi exit 0 # # EOF # ############################################################################### My workaround has been to also modify the `ProjectZomboid64.json` file when running the server on the `legacy41_61` branch. This makes the following appear in the startup logs, which is more promising: 64-bit java detected 2021-12-27T19:12:19.557328533Z ERROR: ld.so: object 'libjsig.so' from LD_PRELOAD cannot be preloaded (cannot open shared object file): ignored. 2021-12-27T19:12:19.559820144Z ERROR: ld.so: object 'libjsig.so' from LD_PRELOAD cannot be preloaded (cannot open shared object file): ignored. 2021-12-27T19:12:19.867248885Z pzexe: looking for PZXInitThreads.so 2021-12-27T19:12:19.867269414Z pzexe: libPZXInitThreads64.so was not found. This is ok for a server, but multi-core rendering won't work on a client without it. 2021-12-27T19:12:19.867278364Z pzexe: about to run java hack to locate libjvm.so... 2021-12-27T19:12:19.867280034Z pzexe: executing "java -classpath pzexe.jar -Djava.library.path=. zombie.pzexe" 2021-12-27T19:12:19.867281524Z pzexe.java: loading shared library "pzexe_jni64" 2021-12-27T19:12:19.867282984Z JVM=/home/steam/ZomboidDedicatedServer/jre64/lib/server/libjvm.so 2021-12-27T19:12:19.867284324Z pxexe: /proc/self/exe=/home/steam/ZomboidDedicatedServer/ProjectZomboid64 2021-12-27T19:12:19.867285654Z pzexe config file: /home/steam/ZomboidDedicatedServer/ProjectZomboid64.json 2021-12-27T19:12:19.867286934Z pzexe: mainClass: zombie/network/GameServer 2021-12-27T19:12:19.867289424Z pzexe: classpath: -Djava.class.path=java/.:java/istack-commons-runtime.jar:java/jassimp.jar:java/javacord-2.0.17-shaded.jar:java/javax.activation-api.jar:java/jaxb-api.jar:java/jaxb-runtime.jar:java/lwjgl.jar:java/lwjgl-natives-linux.jar:java/lwjgl-glfw.jar:java/lwjgl-glfw-natives-linux.jar:java/lwjgl-jemalloc.jar:java/lwjgl-jemalloc-natives-linux.jar:java/lwjgl-opengl.jar:java/lwjgl-opengl-natives-linux.jar:java/lwjgl_util.jar:java/sqlite-jdbc-3.27.2.1.jar:java/trove-3.0.3.jar:java/uncommons-maths-1.2.3.jar 2021-12-27T19:12:19.867292204Z pzexe: vmArg (json) 1: -Djava.awt.headless=true 2021-12-27T19:12:19.867293544Z pzexe: vmArg (json) 2: -Xms2048m 2021-12-27T19:12:19.867294844Z pzexe: vmArg (json) 3: -Xmx6144m # <-- JVM Max RAM set to 6 GiB 2021-12-27T19:12:19.867296104Z pzexe: vmArg (json) 4: -Dzomboid.steam=1 2021-12-27T19:12:19.867297384Z pzexe: vmArg (json) 5: -Dzomboid.znetlog=1 2021-12-27T19:12:19.867298704Z pzexe: vmArg (json) 6: -Djava.library.path=linux64/:natives/ 2021-12-27T19:12:19.867299954Z pzexe: vmArg (json) 7: -Djava.security.egd=file:/dev/urandom 2021-12-27T19:12:19.867301214Z pzexe: vmArg (json) 8: -XX:+UseZGC 2021-12-27T19:12:19.867302484Z pzexe: vmArg (json) 9: -XX:-OmitStackTraceInFastThrow 2021-12-27T19:12:19.867303784Z pzexe: using jvm "/home/steam/ZomboidDedicatedServer/jre64/lib/server/libjvm.so" 2021-12-27T19:12:20.022810780Z DEBUG: General , 1640632340001> 12,181,218> LoggerManager.init > Initializing... 2021-12-27T19:12:20.041868979Z LOG : General , 1640632340041> 12,181,248> cachedir set to "/home/steam/Zomboid" I have also verified that in the above configuration, the server can happily exceed the 2GiB RAM limit. I was informed that a "logged in" Steam user downloads a different `start-server.sh` file to the one that a dedicated server receives. I believe that a user hosting the server from within the game (non-dedicated) receives the following `start-server.sh`: #!/bin/bash INSTDIR="`dirname $0`" ; cd "${INSTDIR}" ; INSTDIR="`pwd`" JARPATH="./:./istack-commons-runtime.jar:./jassimp.jar:./javacord-2.0.17-shaded.jar:./javax.activation-api.jar:./jaxb-api.jar:./jaxb-runtime.jar:./lwjgl.jar:./lwjgl-natives-linux.jar:./lwjgl-glfw.jar:./lwjgl-glfw-natives-linux.jar:./lwj> if "${INSTDIR}/jre64/bin/java" -version > /dev/null 2>&1; then echo "64-bit java detected" export PATH="${INSTDIR}/jre64/bin:$PATH" export LD_LIBRARY_PATH="${INSTDIR}/linux64:${INSTDIR}:${INSTDIR}/jre64/lib/amd64:${LD_LIBRARY_PATH}" JSIG="libjsig.so" LD_PRELOAD="${LD_PRELOAD}:${JSIG}" "${INSTDIR}/jre64/bin/java" \ -cp "${JARPATH}" -Djava.awt.headless=true \ -Xms2048m -Xmx2048m -XX:+UseZGC \ -Dzomboid.steam=1 -Dzomboid.znetlog=1 \ -Djava.library.path=linux64/:./ \ -XX:-OmitStackTraceInFastThrow -Djava.security.egd=file:/dev/urandom \ zombie/network/GameServer "$@" elif "${INSTDIR}/jre/bin/java" -client -version > /dev/null 2>&1; then echo "32-bit java detected" export PATH="${INSTDIR}/jre/bin:$PATH" export LD_LIBRARY_PATH="${INSTDIR}/linux32:${INSTDIR}:${INSTDIR}/jre/lib/i386:${LD_LIBRARY_PATH}" JSIG="libjsig.so" LD_PRELOAD="${LD_PRELOAD}:${JSIG}" "${INSTDIR}/jre/bin/java" -client \ -cp "${JARPATH}" -Djava.awt.headless=true \ -Xms768m -Xmx768m \ -Dzomboid.steam=0 -Dzomboid.znetlog=1 \ -Djava.library.path=linux32/:./ \ -XX:-OmitStackTraceInFastThrow -Djava.security.egd=file:/dev/urandom \ zombie/network/GameServer "$@" else echo "couldn't determine 32/64 bit of java" fi exit 0 This is quite different to the one I am served on the `public` branch. Can you investigate whether "logged in" Steam users hosting non-dedicated servers are being distributed different files to dedicated servers downloading using the 'Steam anonymous user'? aaa
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