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The Hated Crew

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Posts posted by The Hated Crew

  1. Would you consider updating the scripts to allow different instances to use different engine code? I ask because I run modded servers, and if I want to run two servers running two different mods I don't see a way to do that with the scripts currently as all instances use the same files from the engine directory. Thanks.

  2. If you can overlook the fact Matt-Bot1 is involved in this project (I do but it's really hard.) Catalysm is doing an excellent job on CSMM. Overall I give this project an A+++++++++ :D I'm a Patreon supporter, I like it that much.

     

    1Comments about Matt-Bot are just jokes and not meant to reflect negatively on CSMM or any other projects, Matt-Bot just looks funny to me.

  3. helpfull hint....always check your spelling.....look how you spelt quality in the mining helmet and antibiotic lines

     

    Doh, seen Hated had already mentioned it...

     

    I was also wondering if you can start with more items than fit in your toolbelt? Do the extras go to your backpack automatically?

     

    Also this just came out...

     

    v.5.8

    Added command to Set Home allowing players to delete their home position with /delhome

    Added second set of Set Home options for valid reserved players. Reserved players can type /sethome2, /home2, and /delhome2. Requires Reserved Slots enabled

    Added Anticheat: Zone Protection. Sets a zone to be PvE. Players can still kill in the zones but killers can be auto killed, jailed, kicked or banned and

    the victim can type /return to teleport back for up to 2 minutes after their death. If jail is enabled, victims can forgive the killer to release them from jail

    Added missing responses to chat command /commands

    Fixed /sethome and /home not working without first using another chat command such as /gimme

    Fixed some of the chat responses not responding off the chat color setting

    Fixed Invalid Item not responding

    Fixed /travel not responding when using a negative minimum value with a positive maximum value to determine the initial zone size

    Fixed Stop Server showing random player names attached to the warning announcement

    Fixed Starting Items occasionally not giving a player their starting items

     

    All updates seem to be happening over in this thread now:

     

    https://7daystodie.com/forums/showthread.php?77267-Servertools-updated-to-5-5/

     

    Since Obsessive Compulsive took over.

  4. I have no idea, as I haven't used this feature of Server Tools...but, quality is misspelled on the items "antibiotics" and "miningHelmet". Might have something to with it, just a guess.

     

    I am having a small issue with this part of the tool. My starting items list is;

     

    <StartingItems>
       <Items>
                   <item item="stoneAxe" count="1" quality="250" />
    	<item item="clubSpiked" count="1" quality="300" />
                   <item item="torch" count="1" quality="1" />
                   <item item="canChili" count="5" quality="1" />
                   <item item="bottledWater" count="5" quality="1" />
                   <item item="keystoneBlock" count="1" quality="1" />
    	<item item="miningHelmet" count="1" quaility="150" />
    	<item item="antibiotics" count="5" quaility="1" />
    	<item item="firstAidKit" count="5" quality="1" />
    	<item item="gunPumpShotgun" count="1" quality="250" />
    	<item item="shotgunShell" count="50" quality="1" />
    
       </Items>
    </StartingItems>

     

    Everything loads as intended except <item item="miningHelmet" count="1" quaility="150" /> and I have tried reentering the name, count, quality to no avail. I am not sure if it is not possible to load for some reason since we are running the Undead Legacy mod but I took item names directly from the items.xml so thought they should be correct. Of the entire list, this one does not become part of the starting loadout. Any thoughts or suggestions why this is?

  5. Alloc, if I want to "nice" the server so it runs at higher priority, what would be the best way to do that using your scripts?

     

    UPDATE: I ended up slapping this together and having cron run it every 15 minutes...seems to work, but my bash scripting is pretty bad. :smile-new:

     

    #!/bin/bash
    
    ############################################################################
    # 7DTD Renice Script by The Hated Crew                                     #
    # Call with cron on an interval you choose.                                #
    # Script must be run as root user.                                         #
    ############################################################################
    
    SDTDPIDFILE=/opt/sdtd/instances/THC/7dtd.pid
    SDTDNICEVALUE=-15
    
    #Check to see if the PID file exists, if so, read PID into $sdtdpid variable.
    if [ -f $SDTDPIDFILE ]; then
           sdtdpid=$(cat $SDTDPIDFILE)
    #Check to make sure the PID is actually running, if so, capture nice value of PID.
           if [ -e /proc/$sdtdpid ]; then
                   sdtdniceval=$(ps --no-heading -p $sdtdpid -o "ni")
    #If nice value isn't set then run the renice command.
                   if [ $sdtdniceval -ne $SDTDNICEVALUE ]; then
                           renice -n $SDTDNICEVALUE -p $sdtdpid
                   fi
           else
                   echo "7DTD server PID file exists but server isn't running."
           fi
    else
           echo "7DTD PID file doesn't exist, so server is probably not running."
    fi

  6. hi Guys

     

    I want to be on the safe side and do not do anything wrong.

     

    my question is how do I do an update to the current version on my server with Ravenhearst like now is 2.11.05

     

    which files do I have to reload on the server.

     

    Thank you so much for your help, and sorry for the not perfect English

     

    My suggestion is to get GitHub Desktop and mirror Jax's repo on your local PC. It will only update what he's updated, and has logs that show what was updated between versions. Makes it easy to know what files have been changed and which have not. You can easily then just copy the changed files or folders to your server. I also zip small patches for the players on my server so they can update. Right now I have a zip that will update 2.11 or newer to 2.11.05.

     

    Since 2.11's initial release, I think the changes are all in:

     

    /Data/Config/

    /Mods/Ravenhearst/

    FullPatchNotes.txt

     

    So if you update those folders/files you should be up to date.

     

    --Hated (http://www.thehatedcrew.com)

    • Like 1
  7. Patch: 2.11.05 The "Zombies Ate 2.11.04" Edition No Wipe Needed Required File Updates - XML

     

     

    -Massive Localization Fixes

     

    -Fixed Boomstick Not Being Assembled

     

    -Fixed XP Bug on Food Items

     

    -Fixed Machete Blade Recipe Again

     

    -Fixed Probability for Auger Schematic

     

    -Mechanic fixed so that he is faster and does more ranged damage.

     

    -Fix for iron scrapping to Mechanical Parts when learning the Mechanical Parts recipe

     

    -Added an Admin Bucket which can pick up and deposit water

     

    -Commented out the Halicopter Recipe on MP version since it does not work in MP. It is still craftable in SP versions

     

    -Removed some junk loot to make way for better looting.

     

    -Sticks are still not a recipe and you must scrap wood for sticks

     

    -Decreased Padlock and flashlight loot

     

    -Hands replaced by goo. If your goo runs out Dogs become Seals and will sing Beatles songs to you

     

    -Charcoal is now craftable and has a longer burn time then its ingredients.

     

    -Adjusted Sounds All Around. Terrors should be lower, Augers and Chainsaws should be quieter. Unfortunately Wind is hardcoded.

     

    -Cars now Take 30 Days to Respawn after being destroyed

     

    -----------------------------------------------

     

    First let me say Happy Holidays to everyone. I will be playing ketchup here and answering questions tomorrow. I have been SUPER busy working on 3.0. And with that development I wanted to bring some much needed fixes to you guys to make this run a bit more stable. We now have a test server up and running, and are in the process of a massive weapon and progression overhaul. Progression will be LESS complicated in 3.0, and also LOT of descriptions getting updated with proper instructions on what to do. We are also adding new models I have purchased and there will be a complete loot rebalance, new mechanics and new surprises.

     

    A special thank you to all who have supported us. You guys are amazing and we look forward to anew year of trying to bring you more of what you want. New videos by MM have me VERY excited and already planning out new ideas for 17! Look for 3.0 sometime after New Years in late January or so. I will keep everyone updated. To chat personally with me and the Mod Team and others or to ask any questions please make sure to head to our Discord where I am at usually all day.

     

    Ravenhearst Discord

     

    The Walrus was Paul.

     

    And BTW, /Mods/Ravenhearst/ModInfo.xml in the 21 Day Version still shows 2.0.13 and not 2.0.15. Not that it matters.

     

    --Hated

  8. Jax, stabby made a tracker knife and we feel that 500 forged steel was a bit steep, could you drop it a bit?

     

    u9tfJnR.jpg

     

    Yeah, I love the mod, I like that it's more difficult, but this is kind of ridiculous. What's anyone going to do with a knife like that?

  9. Jax, are all the GitHub repos fully up to date now for 2.11.02? I noticed the patch notes didn't seem to be updated in the 21DayVersion repo. I want to refresh my local copy of 21DayVersion and make a patch for my server and players.

     

    Thanks.

  10. This might be a stupid question, but which version of the mod do I need to download from the first post to install on my local copy of the game if I want to connect to a server running the mod?

  11. Anyone else having issues with MOTD inserting the player username in the MOTD message even though the code for username has been removed? Or am I doing something wrong?

     

    <Tool Name="Motd" Enable="True" Message="Welcome to The Hated Crew (PvE) Server. Type /help in chat for more information." />

     

    It's changing "The Hated Crew" to the person's name when it sends it to them.

     

    Thanks.

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