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BigDally

Pathfinder
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Posts posted by BigDally


  1. I have been hosting the official 15x15 project on my unofficial server pretty much since launch.  The guys playing on my server have enjoyed it immensely and have bases set up all over the place. 

    The, all of the sudden, with very little warning the devs decided to delete islands and only notified unofficial server owners just hours before the patch was scheduled to hit.  Not sure why the islands needed to be deleted from the game entirely, when they just could not have used them in the new 11x11 project...

    So now I have islands missing in my 15x15.  The problem is not all of the islands listed in this post were deleted in game, but if you use the updated islands.json file they are removed from the project entirely.  I am trying to preserve my clients bases, so using the islands.json is out due to the fact that it removes all the islands on the list, not just the ones removed in game.  For example MNT_H_CP_D is still in game (found in 01 in 15x15 map), but removed in islands.json.  CAY_C_EE_B is removed in both (found in J8 in 15x15 map).

    Not happy about the piss poor communication here, as morale on my server is not so great right now.

    Not happy about the totally unnecessary island deletion for unofficial server owners.

    Not happy about not having the 11x11 json provided in an updated SGE git download.

    Basically feel like unofficial server owners got shafted here.

    • Like 2

  2. I agree 100%.  Some of the islands removed are truly beloved on my server.  Basically the devs gave unofficial server owners very little warning about this.  Let's be honest, it's the unofficial servers that have been keeping this game afloat all of these months, and now you just gut them overnight?  Please add the removed islands back, or at least package them so we can add them back ourselves.


  3. 6 hours ago, CamsterAu said:

    Make sure you are using the spyglass, looking through it will display a blue dome that represents discovery zones

    Yeah I have been using that, but I'm starting to think not all discoveries in a grid have an "indicator" over them when the spyglass is used.


  4. 23 hours ago, aezephyr said:

    Same thing was happening on my map.  Additionally when crossing server boundaries the time of day and the days since start were different.  My bUseUTCTime was false.  I switched to "bUseUTCTime": true and times became synchronized.  In the two times that I've crossed boundaries since the fix I've noticed that the wind has been the same - it was like yours before the change.

    To follow up, I "re-checked" the "Use UTC Time" setting in my project and re-exported the jsons.  Now when I cross between grids the wind direction is the same.  Thanks for the tip!

    image.png.dc402ce78e49ff2e3b2fa658be821ed4.png

    • Like 1

  5. 1 hour ago, aezephyr said:

    Same thing was happening on my map.  Additionally when crossing server boundaries the time of day and the days since start were different.  My bUseUTCTime was false.  I switched to "bUseUTCTime": true and times became synchronized.  In the two times that I've crossed boundaries since the fix I've noticed that the wind has been the same - it was like yours before the change.

    Yeah I unchecked that box when I edited my json project in order to show the correct local time format.  So you are saying if I load this project back into the grid editor, check that box and re-export it should fix my wind direction mismatch issue?  Thank you very much for this info btw, very helpful. 🙂


  6. 3 minutes ago, Firedragon said:

    Thats another way to do it if you consider firing up the ' other ' mapserver before you set sail to it or your game will freeze.

    Having just 10 players it's manage able unless you die and have no spawn to revive.

    Yep, the red wall of water is a pretty good indication not to sail in LOL.  Also need to keep the homeserver grid going in case my peeps can't spawn on bed for some reason.  This is basically the closest thing to "singleplayer" for the official map without spending 1000s of $$ and hours on server hardware and configuration, with the option to have some RL buddies sail along.


  7. On 12/30/2018 at 3:19 AM, Firedragon said:

    The answer is yes and no.

    I got this to work by using the default/official 15x15 project from the latest servergrid editor github download  I edited the project with my internet facing IP, passwords, etc.  I then edited each of the 225 tiles for my internet facing IP, and also changed the Lawless grids to standard grids (to allow claiming).  Exported the jsons and map images (which took a bit lol).  I then simply host the 4 cells we want to play on.  This gives us flexibility to "move" around the official map by simply firing up new grids before we sail into them, and shutting down the ones no longer populated.  Below is an example of a batch used to "host" the official M7,N7,M6,N6 grids on my PVE LAN server.

    cd C:\AtlasServer\ShooterGame\Binaries\Win64
    set MapName=Ocean
    set MachineIP=YourInternetFacingIPHere
    set ServerAdminPass=YourPasswordHere
    set MaxPlayers=10
    set ResPlayerSlots=0

    ::12_6
    set X=12
    set Y=6
    set QueryPort=57559
    set Port=5759
    start ShooterGameServer %MapName%?ServerX=%X%?ServerY=%Y%?AltSaveDirectoryName=%X%_%Y%?ServerAdminPassword=%ServerAdminPass%?serverPVE=True?MaxPlayers=%MaxPlayers%?ReservedPlayerSlots=%ResPlayerSlots%?QueryPort=%QUERYPORT%?Port=%PORT%?SeamlessIP=%MachineIP%?MapPlayerLocation=true%AdditionalMapArguements% -log -server -culture=en -NoCrashDialog -NoBattlEye

    ::12_5
    set X=12
    set Y=5
    set QueryPort=57561
    set Port=5761
    start ShooterGameServer %MapName%?ServerX=%X%?ServerY=%Y%?AltSaveDirectoryName=%X%_%Y%?ServerAdminPassword=%ServerAdminPass%?serverPVE=True?MaxPlayers=%MaxPlayers%?ReservedPlayerSlots=%ResPlayerSlots%?QueryPort=%QUERYPORT%?Port=%PORT%?SeamlessIP=%MachineIP%?MapPlayerLocation=true%AdditionalMapArguements% -log -server -culture=en -NoCrashDialog -NoBattlEye

    ::13_6
    set X=13
    set Y=6
    set QueryPort=57557
    set Port=5757
    start ShooterGameServer %MapName%?ServerX=%X%?ServerY=%Y%?AltSaveDirectoryName=%X%_%Y%?ServerAdminPassword=%ServerAdminPass%?serverPVE=True?MaxPlayers=%MaxPlayers%?ReservedPlayerSlots=%ResPlayerSlots%?QueryPort=%QUERYPORT%?Port=%PORT%?SeamlessIP=%MachineIP%?MapPlayerLocation=true%AdditionalMapArguements% -log -server -culture=en -NoCrashDialog -NoBattlEye

    ::13_5
    set X=13
    set Y=5
    set QueryPort=57555
    set Port=5755
    start ShooterGameServer %MapName%?ServerX=%X%?ServerY=%Y%?AltSaveDirectoryName=%X%_%Y%?ServerAdminPassword=%ServerAdminPass%?serverPVE=True?MaxPlayers=%MaxPlayers%?ReservedPlayerSlots=%ResPlayerSlots%?QueryPort=%QUERYPORT%?Port=%PORT%?SeamlessIP=%MachineIP%?MapPlayerLocation=true%AdditionalMapArguements% -log -server -culture=en -NoCrashDialog -NoBattlEye

    Router port forwarding ranges

    Using seamless ports 27000, 27004, 27008, and 27012 results in the below port ranges being forwarded:

    Query 57555-57562

    Game 5755-5762

    Seamless 27000-27015

     


  8. I am reading guides and trying to figure out if it is actually possible to setup a 2x2 that is an exact copy of the official map of that same section.  For example, I would like to make an unofficial map based on the live server's M7,L7,M6 and L6 sectors.  This would give me the starter zone and three other zones.  The only change I want to make is for the Lawless zones to be standard zones (i.e. can claim on them).  Is this possible?  The reason I want to do it this way is that I would like to be able to expand the map at a later point and use the actual adjacent/official sectors to mirror more parts of the official game map.  I keep seeing guides based around templates, so I am not sure if you HAVE to use a template or if you can just point to sections of the official map?


  9. Evidently other players can sink your ships on PVE by either overloading with weight or going over the ship's crew stat.  I thought that the crew limit just restricted NPC crew count?  Either way this should not be a thing on PVE as this exploit is allowing players to sink other player's ships.  Should be patched so that going over weight just slows or stops movement, not sink the vessel.

    Also, if you have workstations on your ship these can make it more convenient to overload the vessel since they can just load them up with stone (like a smithy).  To fix this we should be able to put pin codes on any structure that has an inventory.

    • Like 4
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