nasKo Posted September 8, 2022 Share Posted September 8, 2022 We skipped public testing for 41.75. The TL;DR of the changes from 41.74 to 41.76 is that the Steam Networking API implementation was improved; Linux crashes should be fixed and overall networking performance has been improved alongside connection stability in internal tests. In essence the game will now also use direct communication with dedicated servers, instead of going entirely through Steam’s own networking API, improving performance and stability for dedicated servers. MP - Improved Steam Networking API implementation. - Selected game data is no longer transmitted through the Steam P2P API but through UDP instead. - Adjusted Anti-Cheat Types 21-24 to result in fewer false positives. A note that if you do not run a public server (i.e. a server exclusively for you and your family & friends without the worry of griefing and cheating), you can entirely circumvent any sort of frustration with false positives by disabling all AntiCheat protections in the servers .ini file. - Split the large ConnectionDetails packet into several smaller packets with one of the ConnectionDetailsPacket.State enum values indicating which data is requested. - Improved algorithm for the transmission of large files while playing. - Loading screen now shows the download status of large files when connecting to a server. - ZNet library was rebuilt on all platforms. - Fixed ObjectModData packets not being sent while the server was in the FastForward state. - Fixed bug in world dictionary when an item in a different module but with a similar name as an vanilla item was removed. - Fixed a new stubble Beard getting added to remote players after each appearance change, which resulted in receivePlayerZombieDescriptors errors. Pharey, GoodOldLeon, bliss and 2 others 2 2 1 Link to comment Share on other sites More sharing options...
Ralms Posted September 8, 2022 Share Posted September 8, 2022 1 hour ago, nasKo said: (...) - Adjusted Anti-Cheat Types 21-24 to result in fewer false positives. A note that if you do not run a public server (i.e. a server exclusively for you and your family & friends without the worry of griefing and cheating), you can entirely circumvent any sort of frustration with false positives by disabling all AntiCheat protections in the servers .ini file. - Split the large ConnectionDetails packet into several smaller packets with one of the ConnectionDetailsPacket.State enum values indicating which data is requested. - Improved algorithm for the transmission of large files while playing. - Loading screen now shows the download status of large files when connecting to a server. (...) Thanks for the update. I have some questions regarding these topics: Can we have a quick description of what each Anti-Cheat type is checking in the server config file? The way its now, its completely generic and hard to decide the impact it would be turning each one on or off and hard to tune multipliers (type 2, 3, 4, 9, 15, 20, 23 so far). Regarding large files downloads, from hosting a server for over 9 months now, I noticed that the Game client won't retry to download anything. If a file fails to download for any reason (several packets lost, network interruption blip, etc) it just forces the player to quit, not even return to main menu. Can we add retry logic and allow the player to return to the main menu if something goes wrong connecting to a server? Thanks. trombonaught 1 Link to comment Share on other sites More sharing options...
nasKo Posted September 8, 2022 Author Share Posted September 8, 2022 16 minutes ago, Ralms said: Can we have a quick description of what each Anti-Cheat type is checking in the server config file? The way its now, its completely generic and hard to decide the impact it would be turning each one on or off and hard to tune multipliers (type 2, 3, 4, 9, 15, 20, 23 so far). Regarding large files downloads, from hosting a server for over 9 months now, I noticed that the Game client won't retry to download anything. If a file fails to download for any reason (several packets lost, network interruption blip, etc) it just forces the player to quit, not even return to main menu. Can we add retry logic and allow the player to return to the main menu if something goes wrong connecting to a server? Thanks. Good points. We'll add a Main Menu button and have a retry looked into again. trombonaught and Sedgwick 2 Link to comment Share on other sites More sharing options...
Ralms Posted September 8, 2022 Share Posted September 8, 2022 6 hours ago, nasKo said: Good points. We'll add a Main Menu button and have a retry looked into again. Thank you for acknowledging it. To provide more details, the situation which has highest occurrence where a large amount of data is transmitted and would benefit from a retry logic is the map download. On high populated servers, the "Failed to download map", because 1 chunk didn't arrive is very common. Link to comment Share on other sites More sharing options...
Speedy_Von_Gofast Posted September 9, 2022 Share Posted September 9, 2022 Is the admin role always switching admin cheats back on when we log on the server is addressed or it's still not? Link to comment Share on other sites More sharing options...
Commander_Fillmore Posted September 9, 2022 Share Posted September 9, 2022 Will this allow Dedicated Servers to be low latency enough to have Zombie Sprinters? Appul, bliss and Foxhud 3 Link to comment Share on other sites More sharing options...
SalSevenSix Posted September 10, 2022 Share Posted September 10, 2022 Any news on using an existing map from 41.73 on 41.76 ? Or do we need to start a fresh map? Going to be an interesting day if a fresh map is required when 41.76 is pushed to stable! Link to comment Share on other sites More sharing options...
GigiGamer87 Posted September 13, 2022 Share Posted September 13, 2022 Apart from the huge update coming with build 42 with NPC and animals, improvised bow and arrow is in plan for a silent weapon? humanafterall 1 Link to comment Share on other sites More sharing options...
Manwer Posted September 13, 2022 Share Posted September 13, 2022 On 9/10/2022 at 11:44 AM, SalSevenSix said: Any news on using an existing map from 41.73 on 41.76 ? Or do we need to start a fresh map? Going to be an interesting day if a fresh map is required when 41.76 is pushed to stable! Would like to know too, we are waiting for the release to do the wipe Link to comment Share on other sites More sharing options...
Mr_Space Posted September 15, 2022 Share Posted September 15, 2022 On 9/10/2022 at 1:44 PM, SalSevenSix said: Any news on using an existing map from 41.73 on 41.76 ? Or do we need to start a fresh map? Going to be an interesting day if a fresh map is required when 41.76 is pushed to stable! On 9/13/2022 at 9:24 PM, Manwer said: Would like to know too, we are waiting for the release to do the wipe It doesn't reset the map, but i believe it does reset the loot and possibly the Z's. I did the switch after 24h of being live, not sure if it was a bug but it removed player buildings also. Link to comment Share on other sites More sharing options...
JimB Posted September 15, 2022 Share Posted September 15, 2022 Hi, does the direct connection to the server means the non-Steam version will be more universally supported? Without having to set "-nosteam" when starting the server? Thanks. Link to comment Share on other sites More sharing options...
trashcanhands Posted September 25, 2022 Share Posted September 25, 2022 (edited) Great updates as always. Just curious if the new 'direct connection' in 41.76 will eliminate the need for "-nosteam" servers/clients and also if a dedicated LAN server will see any benefits as far as desync/lag issues? Edited September 25, 2022 by trashcanhands Grammar Link to comment Share on other sites More sharing options...
rosiewilsonnsjh Posted October 11, 2023 Share Posted October 11, 2023 On 9/8/2022 at 7:25 PM, nasKo said: We skipped public testing for 41.75. The TL;DR of the changes from 41.74 to 41.76 is that the Steam Networking API implementation was improved; Linux crashes should be fixed and overall networking performance has been improved alongside connection stability in internal tests. In essence the game will now also use direct communication with dedicated servers, instead of going entirely through Steam’s own networking API, improving performance and stability for dedicated servers. MP - Improved Steam Networking API connections game implementation. - Selected game data is no longer transmitted through the Steam P2P API but through UDP instead. - Adjusted Anti-Cheat Types 21-24 to result in fewer false positives. A note that if you do not run a public server (i.e. a server exclusively for you and your family & friends without the worry of griefing and cheating), you can entirely circumvent any sort of frustration with false positives by disabling all AntiCheat protections in the servers .ini file. - Split the large ConnectionDetails packet into several smaller packets with one of the ConnectionDetailsPacket.State enum values indicating which data is requested. - Improved algorithm for the transmission of large files while playing. - Loading screen now shows the download status of large files when connecting to a server. - ZNet library was rebuilt on all platforms. - Fixed ObjectModData packets not being sent while the server was in the FastForward state. - Fixed bug in world dictionary when an item in a different module but with a similar name as an vanilla item was removed. - Fixed a new stubble Beard getting added to remote players after each appearance change, which resulted in receivePlayerZombieDescriptors errors. The loading screen now shows the download status of large files when connecting to a server. Link to comment Share on other sites More sharing options...
rosiewilsonnsjh Posted October 11, 2023 Share Posted October 11, 2023 thanks Link to comment Share on other sites More sharing options...
Douglas Tondo Posted September 25 Share Posted September 25 Hi team, please put more people to work and provide fast releases for the game... the relases takes ages, and we still don't have npcs either... GoodOldLeon 1 Link to comment Share on other sites More sharing options...
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