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LT.

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Posts posted by LT.

  1. Since Alpha 11.1 - alloc's fixes just simply don't work. FRT won't connect. WEBMOD is killing server performance. If other's are experiencing the same problem, i'll upload screens/logs. Reinstalled several times already.

     

    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. Hey guys! Im kinda struggling with the teleport command, whenever I use it, say like

     

    tele Ahrim [someotherpplhere] or tele Ahrim x y z

     

    It would teleport me to my current location with some warnings saying Im stuck on the floor.

     

    Any ideas how to use the command?

     

    Teleport is off, it is no longer accurate and sends you into the void.

  5. Originally Posted by StephanieRct View Post

    Hey me again!

    I've added an isometric map renderer, check this out! http://www.theroad7dtd.com/plotworld

     

    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. Hi Alloc & everyone.

     

    So I've added quite a lot more various server command to your fixes, the classes are attached to this post. If you'd like to add them to your build, feel free!

     

    Here's the list of new command, they should be self-explanatory but they all generate help when called without parameters

    AddBuffIn.cs

    AddBuffOn.cs

    AddLootAt.cs

    CountEnemyEntityIn.cs

    CountEntityIn.cs

    GetBlockAt.cs

    GetDensityAt.cs

    GetLootAt.cs

    KillEnemyEntityIn.cs

    ListBuffIn.cs

    ListBuffOn.cs

    ListEnemyEntityIn.cs

    ListEntityIn.cs

    RemoveBuffIn.cs

    RemoveBuffOn.cs

    RetrieveLootAt.cs

    SetBlockAt.cs

    SetBlockIn.cs

    SetDensityAt.cs

    SetPropOn.cs

    SpawnEntityAt.cs

    SpawnHordAt.cs

    UnlockAt.cs

     

    All commands that finish with "in" takes a shape as parameter, so it's possible to do "batch" command. Or for instance, building shapes in blocks, killing enemies that are within/outside a distance of any players, etc.

     

    Here's the shapes available as of now:

    ShapeAll.cs

    ShapeBox.cs

    ShapeEntityProx.cs

    ShapePlayersProx.cs

    ShapeSphere.cs

     

    Have fun! :)

     

    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?

  7. 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?

  8. 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.

  9. I am currently working to mod Alloc's Assembly to add a check if SteamID = int and if returns false auto bans the person trying to connect, Or something of that nature. May do a check on SteamID int as well as size of ID so if the player has a steamID of less than normal it bans.

     

    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?

  10. Actually don't ask me what exactly Windows does with this assembly blocking ;)

    Could be that it only affects when run with MS.NET, could be it's random ... It seemed to help for one guy to unblock it but as long as it runs fine for you you probably don't have to care.

     

    I've unblocked the files but there seems to be no tangible difference.

  11. Uh wow, this one again ... please verify for all the .DLL files in 7DaysToDie_Data/Managed that none of them contains the part marked in red on their properties. If one does click unblock.

     

     

     

    Yeah, please do so for a test :)

     

    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?

  12. Alloc, I'd like to make a request. Is it possible to do an inventory search of all online/offline players? For example, I want to search for bedrock. I'd like to find and ban whoever comes in and puts bedrock all over the place, but it always happens when I'm not around.

     

    And if possible, the ability to automatically kick/ban someone who suddenly comes into possession of bedrock in their inventory :/

     

    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.

  13. LT. I'd suggest to check the Region files and make sure to zoom in so you can see whether they have parts of a claim in another region file as this would be a way to cut a claim in 2. The whole claimed range will still be claimed but they may have lost parts of their base.

     

    However, like Alloc said the players need to make sure the totality of their base is protected by claim blocks.

     

    Thanks a lot for this great tool Alloc.

     

    Take care all,

     

     

    Neo

     

    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. ;)

  14. 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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