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Found 221 results

  1. IWBUMS 39.64.1 on Windows. In multiplayer, items don't always show up in containers for all players. I'm playing a two player PZ game in which I am the host, and hosting the game though the in-game menu in the client (as opposed to dedicated server). Sometimes, I will not be able to see items that the other player can see in a container. If the other player takes the item out of the container and puts it back in, I can now see the item. There have been no cases (so far) of items that I can see that they can't. This problem has happened with both items that were generated in the world (i.e. canned goods in a house we were looting) and items that we placed (water in a cooking pot in the stove in our safehouse). We've been playing quite a bit since vehicles were introduced in IWBUMS, but this has only been a problem since 39.64.
  2. LF a PvE server to casually play on. One where it isn't reset and people don't build absurd structures and destroy everything.
  3. Greetings, I'm trying to implement custom commands for my mods but it looks kinda tricky. I was looking at the client/ISUI/ISChat.lua and there is the "onCommandEntered" which seems to execute whenever a input from a textbox is transmitted (here the textbox from the chat window). This also handles the commands shipped with the game. The "easy" way would be to override some stuff from ISChat, but isn't there a better way to do this?
  4. Stumbled upon this recentyl and talked to EnigmaGrey on Discord about it. I think the behavior of the game when a player tries to connect to a server with an existing save that has a different ServerPlayerID needs improvement. Situation right now: During loading the screen stays black with a small hint at the bottom. Couldn't get rid of it, no mouse click, no ESC, no space, no Enter, only task manager and killing worked. Preferred behavior: Add two buttons, one "Return to main menu", the other "create new character". The hint stays the same. This would be much more newbie friendly, because right now affected players need to manually delete their savegame. If a serverowner want's to completely restart and force every player to start with a new char the only way to achieve this is to alter the ServerPlayerID within the servertest.ini, but many players won't understand the hint and will never visit the server again because of this.
  5. Greetings, I think it would be best if admin or any account with a special accesslevel doesn't count against the MaxAccountsPerUser server setting. As per design by TIS you can't properly play with a character that has an special acceslevel defined because some of the special abilities are always on. So if a player how is a staff from the server want's to normally play the MaxAccountsPerUser setting has to be set to 2, which opens up every player to create a second account. My proposal: accounts that have a special abiltity aren't counted against the MaxAccountsPerUser setting, so this can be set to 1.
  6. So what's the procedure switching from Steam to a dedicated server? I set the dedicated server up, copied the sandbox and config files, then I copied the server map files and etc. Is there anything else I need to do? I explained to my friends how to copy their map_p file for the player character but it seems extremely buggy and laggy after switching. Like the map isn't loading properly for them, and for one person in particular, there was a delay of about 3 minutes for any text to display in chat, actions were slow, etc. Not sure if I missed a step or need to start a new server.
  7. Greetings, another little mod from me and again, only useful in multiplayer. What does Coxis ServerMessage do? With Coxis ServerMessage (short: CSM) you, as in the serveradmin can display any text-information for your players that you want. This text will be displayed for every connecting player in a modal window. The player can still play the game, but the window will stay atop. If the player clicks the OK-button the window will close. How do I (=Serveradmin) edit the text? That's pretty simple: With the mod ships a CSMrules.txt, you can add your text there. Be careful to not make this to long at the moment (will get changed in a future update). Example preview: Download: Sourcecode on Github Steam Workshop
  8. Greetings all! I modded this thing in a couple of minutes and thought it might be useful for other people as well. I coded it mainly for my own purpose and want to run this mod once the Workshop works fully. Coxis Reload-Sync is only working in MP and still has some bugs, use at your own risk! This mod supports TinyAVC! What does Coxis Reload-Sync do? Well, the name pretty much sums it up. With this mod you (=Serveradmin) can choose a reloaddifficulty and automatically sync it to your clients. The clients aren´t able to change the setting while the mod is loaded. How do I (=Serveradmin) choose the difficulty? Within the mod folder you find a "reloadsettings.ini" which should be pretty self-explanatory. Here is a quick example: If I wanted to set the difficulty to medium my "reloadsettings.ini" would look like this: [SETTINGS] ;Choose the desired difficulty here: ;1 = Easy ;2 = Medium ;3 = Hard difficulty=2 Sourcecode: Github Steam Workshop
  9. Hello everyone! In short, two friends and I are playing in the coop mode, I wanted to know if for example the one who created the map or the world can pass it to another so they can continue playing when he is not there. Thanks
  10. I hope it's not too contentious a thought to be said but... Any chance the team could get someone to help put @nolanri's Survivors on MP? Secretly, even? This is just such a game-changer I don't even think of it as a "mod" anymore. It's at the point where playing Zomboid means choosing between playing a quiet scavenger game with a handful of friends, OR diving into a chaotic zombie apocalypse. I would REALLY love to do both (as would likely everyone who subscribes to Survivors). I don't mean "quiet scavenger game" to be a disparaging remark- I've had a semi-regular group going at this game for most of the year I've had it, so obviously things are doing fine! Props to the team for where the game has gone over just my year of playing it. Anyways, there it is, cheers all! I hope I incur no wrath in posting this, and I will not be offended if this comment gets shut down or removed for being too similar to a demand for the three letter N word! Dirty, dirty word...
  11. Hey there! I've started a Multiplayer Dedicated server on Project Zomboid for playing with my friends without requirement of inviting them, so they can get in, but when I give myself admin from console, I have infinite carryweight and I can easily move very fast Items on my inventory and I don't want to have it. I have limited carryweight on backpacks, but I have infinite carryweight on normal Inventory. Is there any way, or command to stop having this Infinite Carryweight?
  12. Another multiplayer request, maybe super simple? I'm wanting to bind my party to a shared fate/endgame. I think I have the effect I want (from Snake's Spiffo Skills Mod), but I can't figure out the right event to make it happen. The event would be something like "On player update, if player isdead," then I want this to happen for all online players: local dmg = ZombRand(5) + 15; player:getBodyDamage():getBodyPart(BodyPartType.ForeArm_L):AddDamage(dmg); player:getBodyDamage():getBodyPart(BodyPartType.ForeArm_L):setScratched(true); player:getBodyDamage():setInfectionLevel(1); So that effectively on player death, all other players become infected. If one player dies they take the party with them! Would anyone be able to make this happen for me or give me some advice?
  13. If I were a braver man and weren't so scared of learning to code I would try to do this myself... Would it be tricky to throw together a mod that does something like this in MP (local co-op): -Trigger: Any player dies -Spawn 10 zombies near random player -Trigger noise on said random player to draw zeds to them immediately -Add a counter to create +5 additional zombies next time this event is triggered. Easy? Difficult? Could someone throw that together for me? I'm trying to get my buds to stop friggin dying all the time without consequence, while also adding a challenge for everyone else.
  14. Enigma Edit: https://timee.io/20170823T1900 Countdown timer for those that do not trust our time-traveling shenanigans! Soon to be added to the IWBUMS public beta is an optimization made and discovered by Steve of BitBaboon that could optimize zombie transmission over the network quite a bit. This optimization limits the amount of zombie placement and zombie movement data that’s shared between players, while still keeping the online gameplay rolling. It has the potential to be quite a big deal, but we need to know just *how* big a deal. As such this Wednesday 23rd August at 7pm GMT (8pm BST, 9pm CEST, 2pm ET)* we will be running a test IWBUMS server with this running alongside Stas' previous 'Server Save' work. Anyone willing to jump on and play the game for an hour will AGAIN get a free Project Zomboid code to give to a friend/enemy/close family relation. All we need is for you to be running around on the server for an hour or so, and it’ll probably be quite a fun escapade. The only difference between this time and the last Megatest is that, to properly emulate a normal live PZ server, we will be capping the number of participants at 50. When the test is over, however, we will open the server a little wider. This does mean, however, that there will only be 50 Steam codes up for grabs for those initial testers. The fifty people who are online one hour after the event start (so an exact moment around/about 9pm BST) will be given a free PZ Steam code upon PM-ing an organiser with: The Steam ID number they were playing with. An in-game screenshot of the player scoreboard with your Steam account / character name visible. (Press ESC -> Players) No free codes will be handed out beyond this set time at/around 9pm BST. SERVER DETAILS: Test server is online and connectable! Just switch over to the IWBUMS build and find "IWBUMS Multi-Mega Test Two" on the server list to get there. Q. How do I get my Steam ID? Q. What should the screenshot look like? Q. How long will it take to get my key? *TIMEZONE CONVERTER https://www.timeanddate.com/worldclock/converter.html?iso=20170822T190000&p1=224&p2=75&p3=413&p4=179&p5=233&p6=tz_gmt&p7=136&p8=37&p9=367&p10=152
  15. So In multiplayer I'm the leader of a faction and on our server we have safe-houses. I'd like there to be a second type of safe-house. It would be set as owned by a faction and anyone with that faction tag would be able to go in. Maybe they would all have access to the add a person to the safe-house feature or maybe only the faction leader would be able to add anyone who did not have the faction name or maybe if you don't have the faction name there is no way to add you... Any of those options would be fine with me as long as anyone within the faction, with the faction tag, has access to the house. This would be sooooo much easier... I have a safe-house in my name and I have to add anyone I want to have access but the house has kind of become our base and I have at least 9 people who consider that their main house or location or whatever. We all share food and items but also have individual rooms which you can give locking doors to. It would just be so nice if someone who was added to the faction, could go in without me having to be at the house and add them. I don't think it would be a hugely difficult change (however I know nothing of programming or anything)
  16. "Play until you die" is great for single player but in private multiplayer servers, death means less. You don't want to stop at death because all of your friends are still in, but if you respawn you know it never ends. To prevent this cycle that ends in burnout for some, a leaderboard and admin conditions could make for a clearer endgame. Who can survive the longest character in a year? Who can end the most zombies? Who can maintain the longest original character? An in-game record of player bests could give players these endgame goals, while scripted win conditions could do even more. Any chance of seeing any of this?
  17. i am starting to miss the old servers with no mods pvp/pve on and it kept my ping balance, nowadays we get servers with mods that completely ruins the entire game and increases lag everywhere and makes the game unrealistic and crashes it and there are some servers that have infection off which is no fun and how do u even call that a zombie apocalypse since no zombie cant hurt you? just pisses me off, i say please remove the mods in the servers, i think mods should be used on private servers which ppl use for them and their friends, i am requesting the game developers to bring back the official servers with no mods please.. i miss my game.. btw 32 build was the best build i have ever played probably much better than now cause there are no servers to play now.. I REPEAT REMOVE THE MODS! peace.
  18. Hello - It's mini topic. Guys, how about an iron doors and iron walls that could not be broken with an axe? So if you really hide your things, it's safe and without a key you would not take them? Sorry for my English Yours faithfully, the guy from cold Russia.
  19. [EU][PUBLIC] - [No RESET] - [PvP] - [HARDCORE] IP: 164.132.204.85 Port: 16261 Location: EU Slot: 50 "In a world dominated by the undead, where only the most experts and tenacious can survive, the writing "Alive Inside" is the last witness of the human’s presence. But Alive Inside isn’t only the last sign of humanity written on a roof or on a wall in a world dominated by a zombies, is also the essence of a true survivor. Alive Inside is for they who know that these are the end times and nothing will ever be the same again, for they know that there is no hope of surviving. Alive Inside is for who wrestle every day against extinction, for they know that despite the efforts it remains always and only the story of how you died." Alive Inside just a Project Zomboid’s server. VANILLA Nutrizionism: ON Sleep: ON PVP: ON Infection: ON Hard Experience X3 4 Hours for Day Loot respawn every 10 days in game No Cheat – No Backup – No Sky Base
  20. greetings everyone i'd like to know if there is a way to increase or reduce the body weight of the character when he eats something like a banana? somethink like.... function Itemcool() if getPlayer():HasBodyWeight() > 10 then -- Does something like this even exists -> HasBodyweight? SetBodyWeight? or getBodyWeight ? getPlayer():SetBodyWeight = ( getPlayer():getBodyWeight - 5 ) -- i really have troubles understanding that :I end end thanks again for reading, and sorry for my bad english. SOLVED: (Thanks to Sky_Orc_Mm)
  21. Heya folks! I've been fiddling around and trying to get my server functional, but I've run to a problem that I just cannot figure out - don't know if it's a problem at my end, or if the early state of the alpha multiplayer is to blame. Anyway, here goes: My ports are open (16261-16326, both TCP and UDP ) and even tried setting the server outside the DMZ, with disabled firewall and Antivirus(Not recommended, but only for troubleshooting). People can connect, but after a short time interval new areas stop to load for them, locking the player down to a small limited area, with black borders around it. Zombies still are active and everything in the limited playable area is functional. Manually disconnecting or attempting to quit at this point crashes the player client. Such issue does not appear on other servers for me, only on mine so far. Here are the excerpts from the consoles when the 'incident' happens, both server and client. Server Console: java.net.BindException: Address already in use: JVM_Bind at java.net.DualStackPlainSocketImpl.bind0(Native Method) at java.net.DualStackPlainSocketImpl.socketBind(DualStackPlainSocketImpl.java:106)Loading cell: 166, 143 (38, 33) at java.net.AbstractPlainSocketImpl.bind(AbstractPlainSocketImpl.java:376) at java.net.PlainSocketImpl.bind(PlainSocketImpl.java:190) 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:349)Exception in thread "Thread-74" java.lang.NullPointerException at zombie.network.PlayerDownloadServer$1.run(PlayerDownloadServer.java:373)Client Console: Player Connect received for player Niuva id 0 (me)INDEX MISSPLACED -1 size 3INDEX MISSPLACED -1 size 3java.net.SocketException: socket closed at java.net.SocketInputStream.socketRead0(Native Method) at java.net.SocketInputStream.read(SocketInputStream.java:150) at java.net.SocketInputStream.read(SocketInputStream.java:121) at java.net.SocketInputStream.read(SocketInputStream.java:203) at zombie.network.GameFileClient.DoFileTransferZip(GameFileClient.java:497) at zombie.network.GameFileClient.access$000(GameFileClient.java:22) at zombie.network.GameFileClient$1.run(GameFileClient.java:233)receiveObjectChange AddRandomDamageFromZombiejava.net.SocketException: socket closed at java.net.SocketInputStream.socketRead0(Native Method) at java.net.SocketInputStream.read(SocketInputStream.java:150) at java.net.SocketInputStream.read(SocketInputStream.java:121) at java.net.SocketInputStream.read(SocketInputStream.java:203) at zombie.network.GameFileClient.DoFileTransferZip(GameFileClient.java:497) at zombie.network.GameFileClient.access$000(GameFileClient.java:22) at zombie.network.GameFileClient$1.run(GameFileClient.java:233)java.net.SocketException: socket closed at java.net.SocketInputStream.socketRead0(Native Method) at java.net.SocketInputStream.read(SocketInputStream.java:150) at java.net.SocketInputStream.read(SocketInputStream.java:121) at java.net.SocketInputStream.read(SocketInputStream.java:203) at zombie.network.GameFileClient.DoFileTransferZip(GameFileClient.java:497) at zombie.network.GameFileClient.access$000(GameFileClient.java:22) at zombie.network.GameFileClient$1.run(GameFileClient.java:233)When the client tries to disconnect the server / exit the game, the client crashes. Upon relaunching the game and attempting to reconnect, the client starts looping the following message in the console, not being able to get in. timeout downloading zip, I'll keep waiting foreverAnd this is what happens server side. ID_NEW_INCOMING_CONNECTIONid=0 guid=711568742487824329User Niuva is trying to connect.Connected new client Niuva ID # 0 and assigned DL port 16262Shared zombie descriptor packet size is 64KBMetaGrid packet size is 33KBjava.net.BindException: Address already in use: JVM_Bind at java.net.DualStackPlainSocketImpl.bind0(Native Method) at java.net.DualStackPlainSocketImpl.socketBind(DualStackPlainSocketImpl.java:106) at java.net.AbstractPlainSocketImpl.bind(AbstractPlainSocketImpl.java:376) at java.net.PlainSocketImpl.bind(PlainSocketImpl.java:190) 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:349)Exception in thread "Thread-107" java.lang.NullPointerException at zombie.network.PlayerDownloadServer$1.run(PlayerDownloadServer.java:373)I'm out of ideas and no solution in sight. So my only option now is to turn to the official boards to seek assistance from the developers and more experienced people in the community. Cheers.
  22. We have single player sandbox, and multiplayer sandbox. So... how about multiplayer versions of the challenge scenarios too? Who's with me?!!
  23. -EXCLUSIVE FOR THE WALKING DEAD PROJECT SERVER- ***ANTEPRIMA / PREVIEW*** The Walking Dead Prison 100% NO BUG (No crashes. Tested it myself, opening every single door, every window, checking every wall and net! Powered by:
  24. Me and a friend have thinking they should port this game to consoles. I think it would be great for a port since my friend has an Xbox One and me too. He does not have a pc to play this game on. Also since there is already controller support for the game then i thought why not put this game on consoles? But i think it's just more work for the devs and that's why it's more of a 'to bother' suggestion. Just had this suggestion in mind ever since i started playing this game by my own on my pc. I'd say i'd be great to see it maybe this year, or after the huge updates they've planned (animes, npc, etc...) comes out. Thank you for you time reading this, i just wanted to suggest it and get it out of my mind.
  25. Dr_Cox1911

    SpiffoHunt

    Greetings! I think it's time to reveal the current mod I'm working on: SpiffoHunt SpiffoHunt is a Capture-the-Flag-like gamemode where two teams fight each other to (obviously) capture the Spiffo and have it as long as possible in their own safezone. I've worked on this for ages, but lost all the work a couple of months. So this is pretty much the second time I started coding this. Some basic things are currently working, but the mod is far from useable right now. Because of the bigger scope I would really appreciate it if some of you fellow coders are interested in helping with the mod. As my previos mods the sourcecode is hosted on github, that's also where you can find more information about it. I know that this post is currently pretty barren, but as stated above: All of this is far from finished/even working! Sneakpeeks: Link to github
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