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LT.

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Everything posted by LT.

  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.
  15. Yeah I zoom in and go by the landclaim block location on alloc's map. If it is near the edge of an adjacent block or it's a big base I keep the adjacent blocks too. I was questioning it after reports (bitching) from some players that their base was deleted but now I'm confident they didn't have landclaims in those areas. It seems to be the only way to keep the server healthy at the moment. I can definitely notice how quickly the server will load after a good region file cleanout. It would be really awesome if someone........alloc..... added a tool to delete any region files that have no lcp's within a definable range.
  16. Ok thanks for checking. It's great to have this accurate data, there is no way the server would have made it to 1100 days without your tool. I will stress that people must put a land claim at each corner of their base to ensure it is protected.
  17. I'm having an issue with the maprender engine displaying landclaims correctly. I use pretty much all features of the server fixes right now. A big one I rely on is the map rendering that shows landclaim positions. I use this data to tell me where player bases are and then carefully delete the regions around them every 2-3 weeks. I do this to keep the server alive because there is only about 13gb of disk left on the SSD currently and with 26 players exploring constantly the region files can grow to up to 15gig. The problem is I don't think all land claim positions are being shown accurately. This is the second time I've had a report that after the deletes parts of some of the outlying bases were affected. I have been very careful to not delete any regions with landclaims so I can only assume I'm not being shown all of them. I've just put the server into maintenance mode and I'm running maprender again, will this help? Where is the map reading landclaim data from and how often does it update? I have to painstakingly plot all the player bases and carefully delete around them, this takes a long time so it is only worth it if I'm protecting their bases from deletion. Is there a better way to do this? Regen anything that isn't landclaimed?
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