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RELEASED: Vehicle Test 41


RobertJohnson

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On 1/26/2018 at 2:58 AM, RobertJohnson said:

Thanks, i'll look into it

I didn't note in my original quickie post that this was on a CONVERTED game. As near as I can tell, anything with a closable trunk has become inaccessible after updating the world to 34.1. 

 

Normally I'd just grin and bear it and play with pickup trucks, but I had 25 gas cans in step vans when I converted. My only option now is to wreck the trunk and then drive around to drop the items on the ground. too tedious :(

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I've noticed that and other odd behaviour with cooking. Sometimes for me, it will also switch to a nearby container to the one I am cooking in by itself when I try to drag the item I've finished cooking to my inventory, which causes that same progress reset and makes it go from cooked to uncooked. Combined with the glitching fridges and freezers, staying fed is very difficult.

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I'm aware that currently new car's damage models aren't working (damaged parts won't be shown) this will be fixed in a next hotfix.

 

Build Vehicle 35:

 

[New]

  • Added 2 new cars: a Dash Ranger (similar, but not quite as good as a SUV) and a Luxury Car called a Mercia Lang 400.
  • Basic parking stalls now have a small chance of spawning special vehicles (Spiffo van, Ranger car, police car etc)
  • Added tooltip over Mechanic UI car overlay.
  • You can now right click vehicle parts directly on the overlay, to bring the context menu that specific part.
  • Updated some car textures.
  • Force changing hotkeys of vehicle horn if it's the same as the 'open health panel' hotkey.
  • Vehicle Mechanic system, emergency lights, car heaters and windows now work with a controller.
  • Removed redundant vehicle options from the back-button radial menu.
  • Added a UI for choosing which seat to get into.
  • Added conditionAffectsCapacity property to vehicle containers.
  • Added line in literature tooltip to reflect when recipes are already unlocked by Profession and/or Traits.
  • Headlights and Tail lights can now be damaged in collisions.
  • Added debug scenarios to help in testing for devs and modders (Create a new character quickly from Main Menu, setup params, sandbox options etc. Check lua/client/DebugUIS/Scenario/DebugScenario, can only be used in Debug).
  • Added a -Dnosave argument in the command line for devs and modders. Use it to stop world saves when testing involves the creation of lots of new characters
  • Added debug option to display circle around character's feet.
  • Added ui for admins to inspect number of network packets sent/received.


[Balance]

  • Changed how car colors are picked. Previously there were mainly dull colours being chosen - vehicle colors should be a lot more varied now.
  • Lowered chance of Muffler being damaged.
  • Factorized a lot vehicle scripts.
  • Increased damage done to vehicles by melee weapons.

 

[Bug Fix]

  • Fixed small car 02 not having a Mechanic UI vehicle overlay.
  • Fixed numerous bugs in vehicle script (missing tire updates, some parts not requiring keys to operate, missing required recipes etc)
  • Damaged trunk lid now governs if items drop from the trunk, instead of the trunk itself that governs only its capacity for loot.
  • Fixed trunk/trunk lid having wrong part info description.
  • Fixed using java.awt.Color (doesn't work on headless servers).
  • Fixed cars making breaking glass sounds while driving around.
  • Added missing translation UI_optionscreen_binding_Vehicle horn.
  • Fixed one cause of zombies walking in place.
  • Fixed exception when dropping a key onto the ground from inside a vehicle.
  • Fixed server log messages whenever a player hit something.
  • More tooltips respect the tooltip font size option.
  • Hide the vehicle dashboard when the inventory window is displayed and player is using a controller.
  • Fixed vehicle mechanics window updating when not visible.
  • Fixed vehicle ac/heater window updating when not visible.
  • Fixed oversized gas-pump texture in the vehicle radial menu.
  • Fixed server exception when food rotted in a player's inventory.
  • Fixed vehicle dashboard disappearing when a splitscreen player is created.
  • Fixed vehicle heater and seat UIs using wrong player after respawning.
  • Fixed position of game-speed controls in splitscreen.
  • Fixed post-death UI not being removed in splitscreen.
  • Fixed putting/taking key from ignition not being synced in multiplayer.
  • Fixed trove.jar location on the server.
  • Fixed gas tank appearing empty and being impossible to uninstall.
  • Fixed missing translations of some car's name.
  • Fixed exception with new packet-inspector ui.
  • Fixed multiple generators interfering with each other.
  • Fixed container color overlay strobes.
  • Fixed Error with packet 164.
  • Renamed ISMiniScoreboardUI.lua.lua -> .lua
  • Fixed trransferring a large object may result in duplication.
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Given as we're still experiencing a lot of bugs with the optimized MP loot sync system, we're going to investigate reverting it to how it ran in Build 38 - mainly because we don't want it to end up holding up the vehicles release. In the mean-time we'll keep the new sync system on an internal branch and aim to have it ready for a later version.

 

Should we choose to revert then it does mean a few old bugs could re-emerge - but ultimately it'll be the right thing to do in terms of getting vehicles out there.

 

In the mean-time MP looting will be spotty on the vehicles beta over the weekend - so we apologise for that.

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So a bit of explanation on what we've done for this build.

 

The new sync system was designed to fix a few of the old client sync bugs we experienced when playing online, as well as optimise the speed at which cells were streamed in due to more intelligent updating of items in containers. However the new system, being complex and far reaching, has ended up causing more issues than it has solved. It's still a very worthy thing for us to add, but we'll continue to work on it on another branch, and either slip it into vehicles close to release, or will save it for the animation overhaul build #40.

 

So what does this mean?

 

On the good side, it means the stability of the multiplayer game in terms of keeping track of container contents, updating containers in real-time, avoiding duplication, and various other issues that have caused problems over the past few builds will all be resolved. It should make a big difference in terms of these kinds of issues people have been experiencing.

 

On the downside, there may be a couple of old annoying sync bugs that'll rear their ugly heads again. We will look out for reports of these and try and fix them up in a more direct way targeted way, instead of a catch all that the new sync system was designed to do. There may be some other lag related issues, we'll see, but hopefully people find this version on balance a lot more playable.

 

Thanks!

 

Chris

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It won't let me start the dedicated server and gives an error. Not sure what's wrong. No mods enabled and tested first with my real server, then with a fresh duplication of its sandbox settings.

 

Spoiler

SVN REVISION 964
1517587195956 versionNumber=Vehicle Test 35.1 demo=false
1517587195957 server name is "servertest3-nomods"
1517587195958 Loading networking libraries...
1517587195959 Loading steam_api64...
1517587195959 Loading RakNet64...
1517587195960 Loading ZNetJNI64...
1517587195974 znet: ZNet loaded
1517587195974 znet: Compiled with SERVER_STEAMAPI == 0
1517587195974 znet: Starting with bServer == true
1517587195974 znet: SteamAPI initialised successfully
1517587195974 SteamUtils initialised successfully
1517587195982 translator: language is EN
1517587196000 ERROR: Missing translation "UI_ServerOptionDesc_TimeMultiplier"
LightingFPS set to 15
1517587196007 reading C:\Users\-----\Zomboid\Server\servertest3-nomods.ini
1517587196008 writing C:\Users\-----\Zomboid\Server\servertest3-nomods.ini
1517587196012 znet: Java_zombie_core_znet_SteamGameServer_Init
1517587196209 znet: SteamGameServer seems to be initialized
1517587196209 znet: Java_zombie_core_znet_SteamGameServer_SetProduct
1517587196210 znet: Java_zombie_core_znet_SteamGameServer_SetGameDescription
1517587196210 znet: Java_zombie_core_znet_SteamGameServer_SetModDir
1517587196210 znet: Java_zombie_core_znet_SteamGameServer_SetDedicatedServer
1517587196210 znet: Java_zombie_core_znet_SteamGameServer_SetMaxPlayerCount
1517587196211 znet: Java_zombie_core_znet_SteamGameServer_SetServerName 'Kauna's Private Zombie Survival'
1517587196211 znet: Java_zombie_core_znet_SteamGameServer_SetMapName 'Muldraugh, KY'
1517587196211 znet: Java_zombie_core_znet_SteamGameServer_SetGameTags ''
1517587196211 znet: Java_zombie_core_znet_SteamGameServer_SetKeyValue key='description' value='Invite only'
1517587196212 znet: Java_zombie_core_znet_SteamGameServer_SetKeyValue key='version' value='Vehicle Test 35.1'
1517587196212 znet: Java_zombie_core_znet_SteamGameServer_SetKeyValue key='open' value='1'
1517587196212 znet: Java_zombie_core_znet_SteamGameServer_SetKeyValue key='public' value='1'
1517587196213 znet: Java_zombie_core_znet_SteamWorkshop_n_1Init
1517587196213 znet: Java_zombie_core_znet_SteamGameServer_LogOnAnonymous
1517587196214 znet: Java_zombie_core_znet_SteamGameServer_EnableHeartBeats
1517587196215 Waiting for response from Steam servers
1517587197219 znet: OnSteamServersConnected
1517587197219 znet: Public IP: --.--.--.---
1517587197222 user database "C:\Users\-----\Zomboid\db\servertest3-nomods.db"
User 'admin' not found, creating it
Command line admin password: null
Enter new administrator password:
Confirm the password:
Administrator account 'admin' created.
1517587206750 Router detection/configuration starting.
1517587206751 If the server hangs here, set UPnP=false.
1517587209758 UPnP-enabled internet gateway found: http://10.0.0.1:5555/ctl/IPConn
1517587209760 External IP address: --.--.--.---
1517587209760 trying to setup port forwarding rules...
1517587209760 znet: Using http://10.0.0.1:5555/ctl/IPConn to map external UDP port 16261 to local port 16261...
1517587209761 znet: Checking if the port is already mapped...
1517587209762 znet: Port 16261 is already mapped to 10.0.0.15:16261 for 0 seconds
1517587209762 znet: It seems to be our old mapping
1517587209762 znet: Deleting this existing mapping...
1517587209808 znet: Existing mapping has been successfully removed
1517587209808 znet: Adding mapping to the routing table...
1517587209854 znet: UPNP_AddPortMapping() succeeded, testing now...
1517587209855 znet: UPNP_GetSpecificPortMappingEntry() succeeded, seems that we're good
1517587209855 znet: UPNP_GetSpecificPortMappingEntry() results: intClient == '10.0.0.15', intPort == '16261', duration == '0'
Default port has been mapped successfully
1517587209856 znet: Using http://10.0.0.1:5555/ctl/IPConn to map external UDP port 8766 to local port 8766...
1517587209856 znet: Checking if the port is already mapped...
1517587209858 znet: Port 8766 is already mapped to 10.0.0.15:8766 for 0 seconds
1517587209858 znet: It seems to be our old mapping
1517587209859 znet: Deleting this existing mapping...
1517587209924 znet: Existing mapping has been successfully removed
1517587209924 znet: Adding mapping to the routing table...
1517587209970 znet: UPNP_AddPortMapping() succeeded, testing now...
1517587209973 znet: UPNP_GetSpecificPortMappingEntry() succeeded, seems that we're good
1517587209973 znet: UPNP_GetSpecificPortMappingEntry() results: intClient == '10.0.0.15', intPort == '8766', duration == '0'
SteamPort1 has been mapped successfully
1517587209974 znet: Using http://10.0.0.1:5555/ctl/IPConn to map external UDP port 8767 to local port 8767...
1517587209974 znet: Checking if the port is already mapped...
1517587209976 znet: Port 8767 is already mapped to 10.0.0.15:8767 for 0 seconds
1517587209976 znet: It seems to be our old mapping
1517587209976 znet: Deleting this existing mapping...
1517587210022 znet: Existing mapping has been successfully removed
1517587210022 znet: Adding mapping to the routing table...
1517587210068 znet: UPNP_AddPortMapping() succeeded, testing now...
1517587210070 znet: UPNP_GetSpecificPortMappingEntry() succeeded, seems that we're good
1517587210070 znet: UPNP_GetSpecificPortMappingEntry() results: intClient == '10.0.0.15', intPort == '8767', duration == '0'
SteamPort2 has been mapped successfully
Initialising Server Systems...
Exception in thread "main" java.lang.NoClassDefFoundError: gnu/trove/procedure/TIntProcedure
    at java.lang.Class.getDeclaredMethods0(Native Method)
    at java.lang.Class.privateGetDeclaredMethods(Class.java:2701)
    at java.lang.Class.privateGetPublicMethods(Class.java:2902)
    at java.lang.Class.getMethods(Class.java:1615)
    at se.krka.kahlua.integration.expose.LuaJavaClassExposer.exposeMethods(LuaJavaClassExposer.java:408)
    at se.krka.kahlua.integration.expose.LuaJavaClassExposer.exposeLikeJava(LuaJavaClassExposer.java:361)
    at se.krka.kahlua.integration.expose.LuaJavaClassExposer.exposeLikeJavaByClass(LuaJavaClassExposer.java:577)
    at se.krka.kahlua.integration.expose.LuaJavaClassExposer.exposeLikeJava(LuaJavaClassExposer.java:541)
    at se.krka.kahlua.integration.expose.LuaJavaClassExposer.exposeLikeJavaByClass(LuaJavaClassExposer.java:582)
    at se.krka.kahlua.integration.expose.LuaJavaClassExposer.exposeLikeJava(LuaJavaClassExposer.java:541)
    at se.krka.kahlua.integration.expose.LuaJavaClassExposer.exposeLikeJavaByClass(LuaJavaClassExposer.java:573)
    at se.krka.kahlua.integration.expose.LuaJavaClassExposer.exposeLikeJava(LuaJavaClassExposer.java:541)
    at se.krka.kahlua.integration.expose.LuaJavaClassExposer.exposeLikeJavaByClass(LuaJavaClassExposer.java:573)
    at se.krka.kahlua.integration.expose.LuaJavaClassExposer.exposeLikeJava(LuaJavaClassExposer.java:541)
    at se.krka.kahlua.integration.expose.LuaJavaClassExposer.exposeList(LuaJavaClassExposer.java:562)
    at se.krka.kahlua.integration.expose.LuaJavaClassExposer.exposeLikeJavaByClass(LuaJavaClassExposer.java:580)
    at se.krka.kahlua.integration.expose.LuaJavaClassExposer.exposeLikeJava(LuaJavaClassExposer.java:541)
    at se.krka.kahlua.integration.expose.LuaJavaClassExposer.exposeLikeJavaByClass(LuaJavaClassExposer.java:573)
    at se.krka.kahlua.integration.expose.LuaJavaClassExposer.exposeLikeJava(LuaJavaClassExposer.java:541)
    at se.krka.kahlua.integration.expose.LuaJavaClassExposer.exposeLikeJavaRecursively(LuaJavaClassExposer.java:525)
    at zombie.Lua.LuaManager$Exposer.exposeAll(LuaManager.java:563)
    at zombie.Lua.LuaManager.init(LuaManager.java:639)
    at zombie.network.GameServer.doMinimumInit(GameServer.java:2315)
    at zombie.network.GameServer.main(GameServer.java:601)
Caused by: java.lang.ClassNotFoundException: gnu.trove.procedure.TIntProcedure
    at java.net.URLClassLoader.findClass(URLClassLoader.java:381)
    at java.lang.ClassLoader.loadClass(ClassLoader.java:424)
    at sun.misc.Launcher$AppClassLoader.loadClass(Launcher.java:331)
    at java.lang.ClassLoader.loadClass(ClassLoader.java:357)
    ... 24 more

 

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I write first and don't speak English. Thank you very much for the game, it's awesome! 700 hours in the game )) But!

38 minutes ago, lemmy101 said:

 

We've just updated, see above post, which should fix all these issues.

Don't fix in my game. V 35.1

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31 minutes ago, NorthRoad said:

It won't let me start the dedicated server and gives an error. Not sure what's wrong. No mods enabled and tested first with my real server, then with a fresh duplication of its sandbox settings.

 

  Reveal hidden contents

 

 

Could you try to restart Steam or even reinstalling the dedi server tools? Just tried on vehicle branch dedi server worked here :/

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