

THENWe have a staging branch backstage that all our coders are feeding aspects of their work that they wouldn’t want people to have to wait until Build 42 for – so no big features, but instead a lot of fixes and balance. This should improve things for all players on dedicated servers – including the Linux servers that were sadly the canary in the coalmine that flagged up the fact that something needed to be done here.Īgain, our apologies to those impacted – we are thinking of ways to repair some of the damage done during the outage and appreciate your frustration. In essence the game will now also use direct communication with dedicated servers, instead of going entirely through Steam’s own networking. We’re hoping to conduct an internal test on it tomorrow. NEXTWe’ve left Linux server operators hanging out to dry a bit over the last two weeks and feel awful about it – especially ones with larger/busier servers.Ĥ1.73 came with crashes on Linux servers, and the version with the updated Steam API we put into the Unstable beta in 41.74 turned out to bring in as many issues as it solved.Īs such Yuri and Andrei are currently working on another approach that will be going into Unstable beta (and then Stable) as soon as we can muster – which will have the crashes fixed, and should also have increased networking performance and improved connection stabilities for everyone. Fixed a new stubble Beard getting added to remote players after each appearance change, which resulted in receivePlayerZombieDescriptors errors.

Fixed bug in world dictionary when an item in a different module but with a similar name as an vanilla item was removed. Fixed ObjectModData packets not being sent while the server was in the FastForward state. ZNet library was rebuilt on all platforms.
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Loading screen now shows the download status of large files when connecting to a server. Improved algorithm for the transmission of large files while playing. Split the large ConnectionDetails packet into several smaller packets with one of the ConnectionDetailsPacket.State enum values indicating which data is requested. a server exclusively for you and your family & friends without the worry of griefing and cheating), you can entirely circumvent any sort of frustration with false positives by disabling all AntiCheat protections in the servers. Adjusted Anti-Cheat Types 21-24 to result in fewer false positives.Ī note that if you do not run a public server (i.e. Selected game data is no longer transmitted through the Steam P2P API but through UDP instead. MP- Improved Steam Networking API implementation. The non-Steam version, meanwhile, will just work as usual. However, the positive impact this will have on server performance, reducing lag and improving syncing of the game is too great to ignore, and should be just an additional port for server operators to be aware of and shouldn’t affect the vast majority of players connecting. We’re aware this may cause a bit of disruption when we first release this to stable.

These ports can be configured through the server options. The additional port (16262 by default) is used to handle the direct connection, and thus circumnavigate the data travelling through the steam network which was impacting latency and throughput significantly. The game port (16261 by default) is used to handle Steam queries. The server now has 2 ports to connect to. In our travels fixing the issues, the networking has been changed so as to more directly communicate between server and client. We can only apologise for the continued outage and ongoing work, and recognise that patience has been running understandably thin. This issue doesn’t impact all our players, but we recognise how frustrating it must be for those who play regularly on Linux servers – and above all those who operate them. Getting this, finally, sorted is currently the team’s number one priority. The good news from the Unstable release of 41.76 was that overall network and connection speeds were improved, and will be beneficial to all online players once fully released, but the far more pressing issue was that residual errors in our zombienet library carried over server instability.
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NEXT The situation with Linux server instability remains ongoing, with the MP team working on another update to the Unstable beta – and an internal test of their work tonight.
