Please PM if you're interested, either Lemmy or Robert Johnson. However, now, the truth is where player A) says it is. It should NEVER be the case that a lag spike results in a zombie teleporting next to you and having bitten you twice between two frames of your game. Just tell them to spread the words, if they really want to donate, they can buy more copy of the game and give them to their friends/make donation on stream. Him and only him (well, and the admin ) can release the safehouse. Well yeah, gonna change the default of these one, my bad! The benefits outweight the cost massively. If you are doing any of the missions, you can click on Go To Mission Marker. Its a bit of a catch 22 situation. Imagine two players with 200 ping each. I may also add that players who are allowed into one safehouse can't claim others to limit this, we'll see how it goes (prob another server option). PlayerSafehouse and AdminSafehouse.- PlayerSafehouse: meaning any players can claim a safehouse, as said previously, this is limited to the size of a building, and only up to 1 safehouse per player. Nothing. ), Fire won't destroy the house, you won't be able to sledgehammer neither chop down door/windows. Also if that is implemented, i can see players who see someone near their base d/c so they cant enter his base, a timeout for the system would be good, like if i d/c, the system will kick in after 5/10 minutes, it would prevent people activating the force field in their safehouse as a protection method when in danger instead of actually defending their safehouse. - SafehouseAllowFire (default false): If true, allow fire to spread/burn wall in safehouses- SafehouseAllowLoot (default false): If true, allow people to loot inside containers of a safehouse, - SafehouseAllowRespawn (default true): If true, player who were allowed in a safehouse when they die will repsawn in their safehouse upon new character, from our conversations, pretty positive this is actually the opposite. The initial version of the stealth system that will allow players who are hidden in dark corners or behind fences to have a chance to remain hidden to other players went in, and there are still many goblins to exorcise, leading to players being unable to spot players next to eachother. There will be also considerations made to lag, so a player with an extremely high ping will never be responsible for zombies that arent directly impacting them if a lower ping character is close by. As we draw closer to the finish line, its becoming clear that just saying were still fixing teleporting zombies isnt enough to get across the work ahead, why its taking so long and so on. Its very possible for characters to end up, due to unexpected events that have not yet reached the client, in very different positions to where the client believes them to be. Its also why you may run around a corner out of line of sight of an opponent and still get shot. (default true): If true, player who were allowed in a safehouse when they die will repsawn in their safehouse upon new character. Nevermind me. Well it all comes down to latency again. Will you be able to claim single rooms in very large buildings, such as the mall? I think there may be some naming issues or something at play here. The first thing you need to know about with latency, is its impossible to know where a character is in a game-world NOW on a PC that is running in another country. This week we thought wed go on a bit of a deeper dive into what our goals are for fixing the zombie movement and providing a near single player experience in zombie combat, as well as the general problems we and any multiplayer game face. The server will simply dish out where these zombies are, and leave the client to it. Its very possible that player A and player B will disagree where that zombie is. Note: Your post will require moderator approval before it will be visible. Players can claim a safehouse - only existing buildings for now - and with a max size (200 tiles max for now, this allows you to take almost every house but not the warehouse, the mall, etc. So ideally, thered also be less of these teleports in the first place. 1) Traps inside your safehouse? If you lock and baricade your house other players wont be able to destroy door -> your safe. Either we teleport the zombies every second to keep them in as close to the right position as possible, or their positions will begin to veer further and further from the server truth and we have to do a big teleport to adjust. Its a pain in the ass but its just an immutable law of online gaming. Our Discordis open for chat and hijinks too! Problem is now the position it is walking from is different. I'm trying to do my best to avoid any abuse of this system, so be warned I could remove this while I'm fixing it if I see too much abuse. This is why for example you have peekers advantage where a player can run around a corner and shoot someone before they even see that player run around the corner. The current plan is for zombies to be completely simulated by clients, and clients alone. Its been a tremendously exciting few weeks and we hope to get MP out there to you all as soon as possible! This will mean to that client, there will be no teleports, no lags, the zombies are identical to single player zombies, end of story. Likewise, changes to the safehouse system had various issues that slowed things down. You leave your door open -> your fault but then again if you keep your stuff in locked crates (padlocks) they cant destroy or open them so loot will be safe ( no need for no-loot option). (or any door thats touching an outside tile of the safehosue area) Whether it's a text string or a pop-up window for players who have large groups and aren't on at all times of the day, they can still see what needs to be done, whats new about the place, loot grocery list, the owner/boss, etc. I was thinking that we could do 30% royalties to you guys. This is a great first step, as its resulted in the complete removal of the juddery, flickery, rubber bandy movement of every zombie and player, marching in lock step with positions a struggling, overworked server is managing to spit down to clients in its busy schedule. That is when traps and all the good stuff comes in, where if you go on a raid run you have the responsibility to lay down some traps to make your safehouse safe from raiding, otherwise you will think: "I am going to hit the stores, good thing i have my house surrounded by a force field so i dont have to worry about losing my stuff because my neighbor is roaming around ". When a character moves into an area of the map, and zombies are spawned, they will simply run on that client. Our weekly Wednesday test went a teeny bit worse than last week, which was a little disheartening at first however dont fear too much, as it transpired this was mainly down to the last of the new features required for the MP release going in this week that were still a little untested and broken, and not down to any new issues with the net code. Your previous content has been restored. The boss can add and remove allowed players in his safehouse. For your 2nd point, it's already in, as Zorak, read again, you have a server option for that, so you can release a safehouse if it hasn't been visited for some time. Or something like a nail + note on a wooden sighn will make a pop-up window with that note simmilar to farming information when your high lvl farmer. I like this idea a lot. This weeks mourning cowboy courtesy of grenskei on Steam. Best way to blow it, there's no currently way to protect your team mates from them, as I said, it may come when the group/band thingy will be there. Im also not sure about that "noloot" option. But you have to pretend they WERE still at that location, to make the experience make sense for the shooter. Clear editor. player B) hits the zombie in the back (perhaps not being stood directly next to it since player B thinks the zombie is half a tile away).
Well, we need to teleport zombies to where they ACTUALLY are. A changelist of all IWBUMS patches since the 41 beta was releasedcan be found here. Project Zomboid | Copyright The Indie Stone 2022. With the way things go, there's always going to be people who own the server that don't want fair play and keep everything to themselves/ruin fun for their own entertainment. So first we thought: Instead of just sending positions the zombies (or players) are in, why not say where they are GOING and let them go there themselves, using the clients own AI algorithms. Theres this idea of truth, where things are truly said to be within your game world, and while this is often the servers responsibility, sometimes it needs to be determined on the client. Why do these divergences happen? - AdminSafehouse: if true, only the admin of the server will be able to claim safehouses and add players into it. How To Install Ultimate Shoe Pack Mod In GTA 5 ? Well if claming the house will just make all walls, baricades etc undestructable that will work. Love you all. Ultimately, I want to support you guys. The solution we came up with for this is for the client to call the shots about zombies that are close to them AND chasing them. player A is being attacked, so the zombie is player As zombie. So the gist of everything above is, once we do get the first IWBUMs out there, were going to strongly recommend it purely as a co-op or whitelisted server experience. How to Change Add-on Spawner Menu Key in GTA 5, Way To Kill Devourer In Sector 7 LDOE Season 9, How to Depressurize in Hard Space Ship Breaker, How To Find Cephalon Fragments on Mars Warframe, How to Get Rare Fragments l Mobile Legends. ), you can't also claim a spawn point house as a safehouse neither if there's people or zombies inside or really near the house you try to claim.The first who claim the house is the boss of it, he can then allow other players to come in. First of all, to be clear, this is not the ultimate anti-grief system and it's really non-RP, but it should help some servers. Thats broken and awful. Hey, I just saw the Build 32 tag. I mean if there is at least 1 player that can enter the base (Boss or just some member), they have the responsibility to defend the house dont you think? AllowRespawn is default false, the others default true. You won't even be able to walk into it and even not right click context option on it.Oh.. First of all, to be clear, this is not the ultimate anti-grief system and it's really non-RP, but it should help some servers. Now in our current version, with the soft ownership, what would happen here? Just like some admins abuse invisibility and god mode, there will be some who abuse this thing as well, doesn't mean that you have to get rid of invisibility and god mode though, right? EDIT: If I make it where city buildings don't get destroyed, will this also make peoples safe houses not also become destroyed?
If you have an account, sign in now to post with your account. So to be clear, if none of them are enabled, you won't be allow to claim safehouse. From your suggestion we could do this by buying more copies of the game and doing giveaways. Upload or insert images from URL. @Blasted_Taco: Nah, that could be a good idea for a server option, safehouse are disabled if at least one player of the safehouse is connected? This is in a nutshell why our servers operated so poorly compared to many other multiplayer games. Who knows what player counts we could entertain as a possibility without having to worry about the exponential rise in zombie processing per player as we have done historically. as it'll prob come in the future and I won't do it for this release of the safehouse system, - SafehouseAllowRespawn(default true): If true, player who were allowed in a safehouse when they die will repsawn in their safehouse upon new character. But zombies can still operate in them.. it's a damn Zombie apocalypse after all. So yeah, an isometric indie game we may be, but this is a humongous challenge and a big achievement when we get there. Things get a bit worse when you consider the scenario where you have hundreds of entities moving around. Periodically checking in with the server to make sure the server hasnt changed its mind, and teleporting the character or zombie if they deviate too much from the servers truth? Meanwhile, on Player Bs client, that zombie is happily walking toward Player B. This doesnt matter however, because player A is in no danger from the zombie, the small fade in / fade out position correction has zero chance of negatively impacting them or leading to them getting bitten. I also want to run through some things that we have planned and wanted to get some opinions and approvals from you guys before moving forward. They never attempted to guess, using client side prediction, where zombies were GOING to be, which would have helped a bit. - SafehouseDaySurvivedToClaim: if > 0 then only player that have survived this number are allowed to claim safehouse. Theres no potential for lag bites. (well, depend on server options, but by default, nothing, yeah. I want this to succeed more than anything. IMO keeping just protection vs fire and destroying parts of safehouse (doors, windows etc) will keep the realism of the game on high lvl and make keys and padlocks usefull (right now they useless in MP coz griefers will just destroy door or you crate to get the loot). So this works, and makes a huge difference. After that, install the ENT mod and then press F4 to open the mod. I hope i dont sount like douchebag thats trying to force hes idea, You don't, if I post this it's to talk about it, Admin could just make fire won't destruct safehouse if needed. RobertJohnson, May 20, 2015 in Help. So thats all for this, quite different, Thursdoid. So whenever one of these butterfly effect divergences in the timeline happen, we have to detect that has happened and correct the record so the clients agree again on where the character is. Of course this is also where hack vulnerabilities come from, since clients can be altered. This means for all intents and purposes, a single player on their own on a multiplayer server, when engaged with zombies, will have a COMPLETELY single player experience with that zombie. thanks Robert Johnson, still with this project. And yes, bloody teleporting zombies! Which, we could do via streams. However, the ramifications for this are huge. Suddenly, you have a server with say 64 players, the server is now handling AI for 0 zombies, instead of potentially thousands or even tens of thousands. Multiplayer thing only:In build 32 you'll be able to claim a safehouse, making other players not able to walk in it, destroy it (fire, explosion) or loot it.It's a server option, and off by default. Player A shoots a gun. You don't have to remove the system just because some admins are going to abuse this. Andrei and Yuri are still working on the systems that we hope will vastly improve the zombie experience, and eliminate all zombie teleporting that could potentially impact the player, however these did not make it into the Wednesday test and its possible may not make it into next weeks yet. Go To Last Vehicle will teleport you to the location of the last vehicle. Or maybe only the boss? The bottle caps from the forums can be in turn used to get favors in game such as full heal to a box of ammo and many other things. Would that be okay? By I dont like the part about not beeing able to walk into other players safehouse.