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LT.

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LT. last won the day on July 20 2015

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    7Gamers server admin.
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    Melbourne
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  1. What do you mean by alloc's fixes not working? They are working correctly for me. Installation is as simple as copying the files over the existing ones in the root of the Ded server. Pings are screwed, steamworks is throwing up errors and the network code reports the LAN IP of players instead of their internet facing one but otherwise it is mostly working. Performance is terrible across the board - that's the Ded server itself, A11 is horribly inefficient in comparison to A10 and A10 wasn't very good at all.
  2. For after Easter: LP reports internal network IPs not player internet IPs: 1. id=452, Tweedilderp, pos=(-1129.5, 63.2, -13172.3), rot=(5.0, -182.9, 0.0), remote=True, health=76, deaths=1, zombies=68, players=0, score=63, steamid=765611xxx5701426, ip=192.168.42.75, ping=95 2. id=8674, SilentChilli, pos=(-2402.3, 64.1, 5575.3), rot=(-9.8, 139.2, 0.0), remote=True, health=81, deaths=2, zombies=543, players=0, score=539, steamid=76561197989454460, ip=192.168.1.100, ping=83 3. id=89720, Path911, pos=(-143.6, 70.8, 1464.7), rot=(-11.3, 98.4, 0.0), remote=True, health=100, deaths=0, zombies=0, players=0, score=0, steamid=765611981046xx580, ip=192.168.0.6, ping=74 4. id=89532, WackoPants, pos=(-66.5, 66.7, -789.2), rot=(-42.2, 21.1, 0.0), remote=True, health=80, deaths=0, zombies=0, players=0, score=0, steamid=765611980026xx43, ip=192.168.1.43, ping=160 Total of 4 in the game
  3. I don't think anyone really minds if teleport and a few other things stay broken over the Easter weekend. Not exactly a show stopper. The fix for the Ded server crashes was very much appreciated but from here we can wait so any time spent is in this thread is up to you mate. Happy easter
  4. Teleport is off, it is no longer accurate and sends you into the void.
  5. Is the website for it working? Timing out for me.. Tracing route to 66.103.130.62 over a maximum of 30 hops 1 <1 ms <1 ms <1 ms 192.168.1.100 2 1 ms 1 ms 1 ms lo0.bng1.mel8.on.ii.net [150.101.32.78] 3 2 ms 1 ms 2 ms ae7.cr1.mel4.on.ii.net [150.101.33.171] 4 13 ms 13 ms 22 ms ae2.br1.syd7.on.ii.net [150.101.33.28] 5 164 ms 164 ms 164 ms te0-1-1-2.br1.sjc2.on.ii.net [150.101.33.193] 6 167 ms 167 ms 168 ms sl-st31-sj-.sprintlink.net [144.223.242.137] 7 161 ms 167 ms 160 ms sl-st50-sj-.sprintlink.net [144.232.0.164] 8 168 ms 164 ms 164 ms 144.232.19.34 9 275 ms 276 ms 277 ms ae-1-8.bar1.Orlando1.Level3.net [4.69.137.149] 10 223 ms 225 ms 223 ms GIGLINX-INC.bar1.Orlando1.Level3.net [4.31.181.1 42] 11 252 ms 253 ms 252 ms 66.103.132.177 12 * * * Request timed out.
  6. One of my players ran the tiles through an optimisation tool and managed to halve all the file sizes, might be an option.
  7. This is great work. I can see a lot of uses for these commands already. Especially buffs via server commands. It also seems it would be possible to do some interesting anti-cheating stuff that I won't go into detail here. Oh and proper selling of items looks to be possible with these commands, so a resource trade system could become quite advanced with these commands. Will this be updated in parallel with allocs fixes? Or is alloc planning to incorporate this functionality at some point?
  8. Congrats on putting a mod together. It looks like you have done a huge amount of work. I suggest putting together maybe a few screenshots of your new blocks / items in the creative window. Also what changed in the new update 9.24? Oh and I would love to be able to do fishing, I assume it's a sharedassets file update though?
  9. And now getting this: 2014-12-06T22:21:07 10915.835 Error in GM_SavePlayerData: System.NullReferenceException: Object reference not set to an instance of an object at AllocsFixes.PlayerDataStuff.GM_SavePlayerData (.GameManager manager, Int32 _clientId, .PlayerDataFile _playerDataFile) [0x00000] in <filename unknown>:0 Has anyone seen this? Something tells me this will impact on data being saved correctly.
  10. I had this turned on for a bit and it was kicking legit players. Going to leave it off for now. (I don't really see much hackers and don't need the feature right now).
  11. If you fork for this 1 feature this creates obviously two streams of files that need to be maintained. If you are happy to do this no problem. But have you checked if this is something alloc can put in the pipeline?
  12. I've unblocked the files but there seems to be no tangible difference.
  13. Woah. Just out of interest I checked my Assembly-CSharp.dll and it was blocked. However the server has run - relatively - fine. Should your tools be running if this is blocked?
  14. This relates to my request to Frt to have an event / keyword detection system when parsing the log / console and be able to trigger a response such as a kick or a ban. Right now though we get alerts for stacks exceeding a legal stack size, but have to do something about it manually, (which is actually fine right now since a lot of people are just using the forge to create easier to carry stacks) but it'd be great to get more powerful monitoring.
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