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nasKo

41.76 UNSTABLE Released

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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.

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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: 

  1. 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). 
  2. 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. 

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16 minutes ago, Ralms said:
  1. 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). 
  2. 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.

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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. 
 

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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 :unsure:

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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 :unsure:

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.

 

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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.

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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 by trashcanhands
Grammar

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