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John - NEXFER

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Posts posted by John - NEXFER


  1. 4 minutes ago, Achilles77 said:

    Yes, it takes a some of  the social aspect out of the game, dont get me wrong, i love my propeller pack, especially while playing alone, but in multiplayer it should be limited somewhat, or else everyone just constantly using their packs, all i am saying is have a heavy fuel charge on them thats all :)

    That seems like a logical solution. I guess this could go in hand with the automobiles and their fuel requirements.


  2. 4 minutes ago, Achilles77 said:

    Thats true yes, I was just meaning the exploration side of things, its sort of the "easy way" out if you will method of flying over the ocean. 

    I'm pretty sure it takes a lot of effort to make one, so perhaps not so easy! But yes, I tend to use it to be lazy, in the instance where I've died and need to re-find my ship, or if I'm trying to build something it can be quite convenient to hover. :)

    It also makes cave exploration super-easy...

    If someone just spawns it in though, they are already taking the easy way haha, players will do what suits them best though I guess.

    Propellers on ships would be ace!


  3. 1 hour ago, Achilles77 said:

    So I was wondering what the current discussion is on propellar packs? It seems once you get this you wont need ships and boats to explore.. which i believe can dampen the experience as i think the boats/ships system is awesome.

    Are there maybe plans for the ylandium to run out when flying or other measures to limit/consumption propellar packs?

    Propeller Pack will allow you to fly, but not carry cargo!

    It certainly is better than a raft or a tiny ship, but if you can build a large ship, you can carry a lot with you, such as crafting stations, a home, and all your acquired loot!


  4. Yes, the basic logic of it is quite straight forward, but the method varies for each make and model of router etc.

    It is allowing and directing, connections that come in to your router from the internet, that are requesting a certain port, to be directed through your router, to the required machine within your home network, that has the Ylands Server running to accept this connection on that port.

    You can find your External IP (You on the Internet) address, by asking Google - "What is my IP".

    You can find your Local IP (Your PC on your network) address, by typing - "cmd", in to a Windows Run box and pressing Enter, then typing - "ipconfig" in to the command prompt window. - Your local IP will be listed amongst other network information.

    You can usually find the information to log in to your router via a browser, written on the router itself, though as Adrie said, you can find plenty of guides for this on Google for individual makes and models.

    You should end up with something like this after port-forwarding:

    External IP requesting port that you have chosen, is directed to Local IP (192.168.*.*) within your network, think of it as guiding the connections from Internet to server.

    • Upvote 1

  5. I think they were saying that those that already own the game, may get an early released Steam Key (before the official release date on Steam) - "Come on, it‘s still us, your Team Ylands! Ok, you know what? Since you are our favorite players and because we like to keep our word, we‘ll do our best so that you can play the game on Steam even before it‘s officially released there. How about that? ;)"

    - Dev Diary #8 -

     

    • Upvote 1

  6. 4 hours ago, Aleš Ulm said:

    Thanks for all those kind words! :)
     
    @Ylanders UK Dedicated You, sir, are a topic stealer! :D Exploitation, abusing and griefing is actually something I wanted to be the topic of one of the future Dev Diaries! But since you brought it up already let me just tell you that we are aware of these issues (we see that things like these are already happening here and there and some actions need to be taken). Actually, we already have some ideas how to address most of these problems (some of the changes/improvements will be present in 0.6, the update that is coming after "Rainy Roads" 0.5 ). 

    As for bodies remaining in the game even after players log off - we will be adding an option for whoever starts the new game world to decide if the characters should stay in the game or disappear as soon as the players controlling them exit the game. Those who will want to have the game a bit more "realistic" will still have to make sure they are leaving their characters in a safe place, while the others will be able to log off right away knowing nothing bad can happen while they're gone.

    @Aleš Ulm Keep up the great work! Sorry to jump-the-gun on that topic! I've just been watching another potentially decent game crash and burn from these issues (they didn't do any server-side checks and hackers took over on mass) - which was pretty disappointing, though they have addressed the issue now, the players had long since moved on etc.

    As you likely know, launch / release time can often be a make or break moment, but you and your team know what you are doing so I can't wait!

    Regarding the bodies left in-game - I don't see this being any real issue if a home base can be secured, anyone sleeping outside will have to risk being a victim!

    I think some people will just live on ships likely, is it possible to place dirt on a ship and grow plants on it, in explore mode? Self-sustainable moving island with sails comes to mind! Another thing some people have mentioned would be being able to join two ships together, to make a larger catamaran style ship, I would do this for sure, though steering it might be difficult...


  7. You guys are great game builders, bugs of this kind are almost inevitable, good to get them ironed out at an early stage.

    I'm really looking forward for this game on Steam, and potentially, seeing the dedicated servers allow many more consecutive users, with decent multiplayer functions like trading, grouping and ownership further implemented etc.

    A key system that would work on a boat's wheel would be great, as it's only really possible to lock away a ships wheel on a large boat, inside a building! Else I can foresee many potential issues usually known as "griefing" being the case, once it hits a much larger and perhaps more anti-social community such as Steam.

    For example:

    Ship stealing.

    Base grief (building a wall in front of someone's door, digging under someone's house, building a bigger house around their smaller house, some other creative ways to annoy people etc.

    Further, as bodies are still in game when people log off, can they be damaged / robbed? I haven't checked.

    I think you guys could do what some of the other titles have done, adding a land-claim style block, central unit or tool cupboard etc, that can be placed to claim an area, so that only you and perhaps those with granted access, can build within it. Instead of perhaps allocating an owner to every individual block or item when placed, have a whole area assigned to an owner, and blocks or items that are placed within, are defaulted to the owner of the land / deny someone else from placing in owned land etc. This could also mean that blocks placed outside of an owned land area, could have no owner, and thus save some processing!

    Good to nail things like stability, exploiting, abusing and griefing (and potentially hacking - server side checks for things etc), in the bud a long time before hitting Steam, a game on Steam with any or all of the preceding issues will likely be heavily reviewed and these issues pointed out on mass, potentially giving the dreaded "mixed" or "negative" status, when this game far deserves an "overwhelmingly positive".


  8. 3 hours ago, WijkagentAdrie said:

    Hey guys! I'm temporarily shutting the server down until next hotfix/patch, because as it is now it just freezes too often, which leads to disappointment among players. As soon as we can play some playermade scenario's or the servers are fixed I will be back for some coop ylands fun! :) 

    Adrie

    I feel the same, hopefully soon the servers are stable and we can all binge on a bit of Ylands! xD


  9. 6 hours ago, Berzeger said:

    This is the first time I hear about such high CPU usage from the monitor. We will look into it, thanks!

    // EDIT: Actually, could you please send us output_log from ServerMonitor_Data folder, if or when you bump into the CPU usage issue? That would help us a lot.

    I haven't encountered it myself, however, I have added it to the list of dedicated server issues in THIS thread, where I am keeping some track of the issues (updating the original post when I see them).

    A user Perpetucake posted on that thread with the logs when they encountered it, and WijkagentAdrie can likely post some as he encountered and posted about it originally on that same thread.

    There is some other dedicated server issues in the original post that may be worth referring to as well.

    Thanks!

     


  10. 1 hour ago, Berzeger said:

    I'm very sorry for the issue. That's a mistake on our part - the Server Monitor application should not need Direct3D in order to properly run. We'll try to fix it in the next update.

    Could this be related to the higher than normal CPU usage of the Server Monitor application? Some users are reporting twice the CPU usage from the monitor, as there is from the server - 50% monitor and 25% server. It seems like it should really be the other way around!


  11. 12 hours ago, poopgirl said:

    Hello!! I seem to be having a bit of an issue. If I run server monitor first, it starts up fine and is able to run, but my game doesn't load. When I start it up the screen is black and never loads. When I run the game first, it starts up fine but when I go to start my server it gets stuck in "starting". It seems like the above person is having a similar issue as well.

    Hi there, yes at the moment, it seems impossible to host a dedicated server and play the game on that same machine, as they are both using the Ylands.exe for server / game.

    If you are hosting from your game machine, the only current way is via the in-game multiplayer options - though the server will shutdown when you exit game.

    They may change this at some point, I'd guess when it hits Steam, but I don't know.

    At the moment at least, the dedicated server requires a separate machine to host from, a VPS, Dedicated Server or your own second PC / Laptop.

    If you try to run them both on the same machine, you will encounter the black screen with sound only. I have no idea if this is intentional or a bug though.

    • Upvote 1

  12. 7 hours ago, WijkagentAdrie said:

    It's back up again!

    I've ordered the new server. Had to get a different host because the one where I wanted to order couldn't get what I wanted.

    Serverspecs now:

    i7 4770, 3,4ghz

    32GB of ram,

    240GB SSD.

    This should definitely be good enough for now :) I've just done some quick testing and there is no more lag when picking stuff up, it all goes instantly. Will keep an eye out on stability, if it crashes please send me a message in the discord, on the forums or add wijkagentadrie on Steam!

    Adrie

     

    Nice! That should keep you going well beyond the current 10 players limit.


  13. 1 hour ago, Perpetucake said:

    On my server, servermonitor also uses WAY more cpu, even when doing literally nothing- not even having a server booted.

    Also, after running the server for awhile, eventually it stops accepting new clients and hangs at 100% downloading the game data from the server for everyone until a restart.

    I've got a ~1GB Ylands log from the dedicated server, the server monitor log is empty for some reason. output_log - Copy.rar

    Additionally, on one world, all timers have stopped working in kilns etc, and therefor no items can be crafted anywhere in the game- making it literally unplayable. The save file is affected even when booted locally. _____________________________________________agay.rar

    Yeah these things happen with me as well, though I haven't ran into the timers one yet, will add it to the list in the original post. I've shut down my server for now, till the crucial stability issues are resolved. Not much point in trying for 24/7 at the moment!


  14. 1 hour ago, Chris Warren said:

    While on a ship in single-player survival mode, I've twice been sent flying into the air by the ship's collision boxes. First time I was trying to figure out if there was a way to climb the tall mast, and was catapulted so high that when I landed I instantly died. The second time I was sailing in the middle of the ocean when the same thing happened, only I was attempting to jump onto the prow of the ship.

    Not wanting to lose my fully stocked ship, or character due to a bug. Is there a no-clip / fly console command?

    Steps to reproduce (not consistent):

    1. Be on an un-anchored ship. Does not have to be moving fast
    2. Jump around standing close to collision meshes
    3. I'm flying, Jack!

     

    This is the latest version by the way.

    For flying you can use the propeller pack with /additem propeller_pack (needs admin or single player).


  15. 57 minutes ago, WijkagentAdrie said:

    I'll add one to it: for some reason my servermonitor is using 50+% CPU whereas the actual server stays around 25% which looks weird, seeing how less the server monitor does.

    Also server performance is really low since last update, picking up stuff takes about 5 seconds every time.

    Adrie

    Added to the list, I'm not sure in what instance your server monitor (ServerMonitor.exe), is using more CPU % than your server (Ylands.exe)?

    Mine is running at between 25-30% CPU on Ylands.exe and 5-10 % on ServerMonitor.exe, though this could all change depending on how many people online I guess. At the moment nobody is online, so this would be the floor rate, rather than the ceiling.

    I don't know how much it scales up with players online, I will monitor it though.

    Likewise, the Ylands.exe is consuming 2,012,356 KB (2GB) of RAM and the ServerMonitor.exe is comsuming 212,796 KB (0.2GB).

    Does it maintain your 50% / 25% ratio for any length of time? Or is it spiking up to that and dropping down?

     

    And yes, I've noticed a considerable performance hit in-game, a lot of new freezing and lag spiking while playing since the update it seems?


  16. Yes, if you're playing GTA V? Then you should be able to play this without issues really.

    I'm not sure what to suggest at this stage, however, if it was me, I would likely do the following (if you haven't already).

    Uninstall the game, navigate to C:\Users\USERNAME\Documents and delete the Ylands folder. (Or the equivalent location for windows 8)

    Reinstall Ylands, see if it's fixed.

    If not, I could only suggest something like a driver assistance tool, I personally use Driver Booster, because they constantly release free "Pro Version" keys on YouTube, just search on there for "Driver Booster Key". The advantage of this is it can check for up-to-date drivers for all your devices, and searches for latest dependencies for games as well, this saves me a lot of time and hassle. I use it a lot on fresh builds to save sourcing all the drivers from manufacturers and get the machine game-ready, I never have any issues but I've been using Windows 7 and not 8.


  17. 13 hours ago, Orquarius said:

    I open the launcher, and the second I click Login, it crashes and says "YlandsLauncher.exe has stopped working" it happens every time.

    YlandsLauncher.log

    YlandsLauncher-previous.log

     

    I would imagine you are likely missing a required dependency that either Ylands.exe or YlandsLauncher.exe needs to function correctly.

    Windows update should fix this, or you could attempt to uninstall Ylands and reinstall it, as I'm not certain if these dependencies are included in the game files at this early stage, this might do nothing.

    A developer could likely elaborate further on what could be missing or needing updating.

    In the meantime, you could potentially look to see if the following generally used dependencies are installed and/or updated on your machine (or just run windows update), though I have not much clue as to which if any of these could be required.

    - Latest Graphics Card drivers - Can be sourced from the manufacturer website of your device likely either AMD or NVIDIA.

    - Latest DirectX updates - A guide can be found from Microsoft.

    - Latest C++ Redistributables - A selection can be found from Microsoft.

    - Latest .NET Framework - .NET 4.0 or perhaps .NET 4.6.2.

    - Latest XNA Framework (not sure if needed at all) - Can be downloaded from Microsoft.

    Failing this, it may prove useful to provide the version of Windows on your machine, and system specifications, to allow further diagnosis.

    Also, the developers often ask which DirectX version are you using? And inform you that Ylands requires version 11.1, though version 11 seems to work for me (unsure if the .1 shows up anyway in dxdiag).

    You can find this by typing "dxdiag" in to the Windows Run / Search box in the start menu, and pressing Enter.

     


  18. Yes as far as I know, you need a copy of the game to run the dedicated server, and as far as I know, you need to log in to your account to load the dedicated server through the Ylands Launcher. You can also log in and play on this same account, so you only need one account to host and play on.

    You can set up the target section like so -

    1.jpg.a300af57a1ed0686387015873f6143ad.jpg

     

    You can find your external IP via Google, by asking it "what is my ip".

    I'm not sure if you need to port-forward for Ylands, to allow incoming connections that reach your Router, to be directed through to a PC within your home network, but it seems very likely, so I've done this for my server.

    The basics of port-forwarding can be found readily available on the web, however, to summarise for you -

    Connect to your Router, usually something like http://192.168.0.1/ in your web browser

    Log in to the admin account for your Router, usually this information is written on your Router somewhere, and should likely be changed from the default once you log in to it.

    Your Router will likely have some options for port-forwarding in one of the advanced menus, have a browse and locate it, or Google your Router's make and model for a guide, the make and model should likely be written on your Router near the default username and password.

    You will need to direct all incoming connections with port-forwarding, on the port you have chosen for the server in the server monitor, and direct them to the internal IP of your computer that is hosting the server.

    To find that PC's internal IP, you can likely locate this information on your Router, as this device assigns internal IP's to devices that connect to it, you can also make a reservation for this internal IP, and the MAC address of the server computer, that way, if the internal IP is ever refreshed somehow, your server computer will retain it's internal IP address, and thus not break your port-forwarding rules.

    You can also open a Command Prompt on Windows by typing "cmd" in to the Windows Run box, and hitting enter.

    Once the CMD is loaded, you can simply type in "ipconfig" and it will reveal various network information regarding that computer on the network, including the computers internal IP - something like 192.168.0.*

    Good luck with your server!


  19. 4 hours ago, WijkagentAdrie said:

    1) On my server, all clients seem to freeze when someone else is connecting or disconnecting. On connecting this takes a bit longer.

     

    2) Also, sometimes the entire server freezes up, where you can only walk around but can't do anything else anymore. Rebooting the server usually fixes this.

    Sometimes even the entire savefile becomes corrupt although this hasn't happened in the 3 hours we've been playing today. I believe we mentioned this in the other topic already though. Will let you know as soon as this happens and send the savefile.

     

    Adrie

    output_log_CLIENT.txt

    output_log_SERVER.txt

    1) already connected clients experience a lag type freeze up when another player is connecting / disconnecting - I can confirm this happens on my server as well, and it is quite noticeable, usually a few seconds of immobilisation.

    2) entire server freeze up - I can confirm this as well on my server, rebooting seems to be the solution. However, I have to completely shut down and restart the server approximately less than every 12 hours, as I check it before I go to sleep, and when I wake up and check again it has hung (unable to connect, unable to shut down server via server monitor - indefinite "stopping").

    3) save file corruption - I've only had this happen the one time so far, but it is likely to happen again at some point as it happened to us within 30 minutes or so of play. The current save file that I'm using has not repeated this issue yet though.

    Another glitch / bug is that if you sail a large ship over top of a shark swimming in the water, the shark will end up stuck on the deck of your ship, an easy way to go shark fishing!

     


  20. So, we've now encountered an issue whereby after a while, the server hung and we had to disconnect, upon restarting the server and reconnecting, we both were unable to load back in to game, becoming stuck on "Downloading game data from the server" or "Recalling buildings".

    I created a new save within the Server Monitor and I'm able to log in to it just fine, however, we have thus lost our progress and wouldn't want to keep going round in circles!

    Here is the affected save game file - YLANDERS_UK_DEDICATED.zip

    Here is the server log - output_log.txt

    Here is the client log - output_log.txt

    Also worth noting, you can load this save game file just fine in single player mode, it's just trying to connect to it via the dedicated server that is an issue.


  21. 24 minutes ago, WijkagentAdrie said:

    Another issue: On both the UK ylands and on my server after a while the server freezes. You're still able to look around but you are stuck in place and can't use the hotbar etc. Happened to other people on my server as well unfortunately.

    Ah, that's no good, I noticed a lot of people connecting and disconnecting last night / this morning, I just assumed they weren't talking, but perhaps they were stuck too :( I've rebooted it anyway and I'm now online!

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