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Everything posted by cezarica

  1. Hi, I'm currently working on some custom functions to ease some of the admin tasks, and one of them is helping out players that ask for a character change. Now, to make things even easier for us was thinking about teleporting the player that requested the change to the portal (prefab "multiplayer_portal") where he would drop all the stuff in his inventory and his/her backpack (if has one) then despawn, but I don't know how to actually grab portal's coordinates in order to teleport the player there. This is the code i got so far: function m_change(player) if player ~= nil then local player = UserToPlayer(player) local x,y,z = [missing code in here for portal location] player.Transform:SetPosition(x, y, z) player.components.inventory:DropEverything() TheWorld:PushEvent("ms_playerdespawnanddelete", player) end end
  2. Portal location

    I was talking with a friend (who also doesn't know any LUA) and expressed a valid concern about storing all world entities inside an variable that might cause lag and decided to tackle the problem with a different approach: function GetPortalPosition() local coords for _,v in pairs(Ents) do if v.prefab ~= nil and v.prefab == "multiplayer_portal" then coords = Point(v.Transform:GetWorldPosition()) break end end return coords end and to use it: local coords = GetPortalPosition() player.Transform:SetPosition(coords.x, coords.y, coords.z) I do the break on a match because it's pointless to continue finding matches since there's just one portal.
  3. Portal location

    Quick question. Instead of: local fpt = GetPortalPosition() player.Transform:SetPosition(fpt.x, 0, fpt.z) won't work with: local x,y,z = GetPortalPosition() player.Transform:SetPosition(x, y, z) ? Edit: Also, isn't better to break the loop and return outside the loop like: function GetPortalPosition() local f = TheSim:FindEntities(0,0,0,TheWorld.Map:GetSize()*4) for k,v in ipairs(f) do if (v.prefab == "multiplayer_portal") then local coords = Vector3(v.Transform:GetWorldPosition()) break end end return coords end I know isn't nice to return a variable that might not exist, but it's clearly not the case. Could add a: if coords ~= nil then return coords end to make it look nice
  4. Portal location

    Yeah, it's a console command so will most likely be called once in a while so doesn't really make much of a difference.
  5. Portal location

    The stuff I have in mind is not a mod per-se, but stuff i write in customcommands.lua so will this work? I have zero experience with this so.. Thanks guys.
  6. Portal location

    Had some other stuff under the code but for some reason it's gone.. anyway.. Any suggestions on the above code would be more than welcome. Not sure on the if player ~= nil then part. I want it to continue if the player is not empty, is this correct? Also, how could I implement a way for it to match the full player name if I only feed it a few characters? for instance find "cezarica" if I said only "cez".
  7. Opening the entire map

    Tried Carl's hexagon approach version? I used it once and worked like a charm.
  8. Would have been nice if there was a check in place and set it to default only in Windows and not on all operating systems, in my case linux. I bet you got here late because of my rant, so I would appreciate if you could tell me how to get the encoded result from a known KU_something.
  9. We had 3 griefers and wanted to check their sessions on the server to return whatever they stole but with this sneaky change that is set to true by default by the way good luck with decoding the folder names back to KU_something or better said good luck finding the needle in an invisible haystack. Anyone knows a way i can encode a KU_something to figure out in what folders I should look now? I got 124 profiles in Master alone...
  10. Portal bases are always prone to burning, smashing and/or straight chests rummaging because that's the first thing they gets to see when they spawn. Finding your base in the middle of nowhere that is very far away from portal takes time and some people just don't want to waste their time finding your base. Want a quick smash and burn then leave. A huge base, and by huge I mean an elaborated one with specific areas and various tasks, means that the people that made invested a lot of effort and resources into gathering the required materials and then actually building it, so I bet they find more enjoyment into burning / smashing said base than one fire pit, 1-2 crock pots next to an ice box and an alchemy. Either way one thing still eludes me, maybe someone can shed some light on this: where's the fun in burning and/or smashing? I would rather find a friendly server and enjoy the company of the people playing there rather than jump on a server and burn then switch and so on. Sooner or later with people sharing information about who's naughty and nice these days it's a matter of time until everyone has updated his own blacklist.
  11. Thanks guys! I opted for a free copy of Invisible Inc. cos got all the other games so I can safely brag with owning all Klei games #realfanboy
  12. I guess you missed this part. All his CPU cores where busy with running DST, not just two.
  13. Actually you are wrong. artemiy the owner of Slightly Tilted group has last time I checked like 6 public and 2 private DST servers and some of them have mods and whatnot and runs them all from the same Intel Xeon E3-1231 v3 server and one time I asked him about some CPU usage when had like 20 people scattered on all the servers and he had like 30% CPU usage on all 4 cores. it's true that the Master and Caves each use one core, but given that the CPU has 4 and 8 threads this means that system won't halt other processes to execute some other stuff, cos this is what actually causes the lag and on top of that the raw 3.4GHz frequency clearly helps. I don't have an i7 to test what you are saying, I was just making a point in regards of you saying that Xenon would be a bad choice. Edit: Him having 32GB (4x8GB) DDR3 1600 ECC RAM guess helps a bit as well.
  14. I've been experiencing the same issue on the Caves server from time to time when there are many people in the Caves and are fighting the toad for instance. In my case I came to conclusion that it's a CPU usage problem and I can't do anything about it apart getting new hardware.
  15. Don't recommand that mod cos it removes a lot of the stuff it shouldn't. Just look at the comments.
  16. Out of curiosity how much RAM do you have?
  17. From what I experienced so far the CPU usage is dictated by at least 3 factors: tick_rate (set at 15), max player slots (set at 8) and depending on the world age how much junk is on the ground. offline_server = false, tick_rate = 15, max_players = 8, running from a Linux Mint with E8200 CPU 0 clients - Master (10-11%), Caves (10-11%) 1 client - Master (21-23%), Caves (17-18%) When will get more people on will return with the stats.

    The character pins are interesting to own, but the other things in the shop in my honest opinion are way too expensive. Who's maintaining the shop prices should do a reality check and adjust the prices. A plush Chester is way more expensive than the Mega Pack that offers 4 games? Are you kidding me? I can't but wonder why aren't the other DST / SW characters pins available?
  19. If for instance you got flood from then null route trafic from and to it with: ip route add blackhole for each IP's in the list if aren't too many of them.
  20. Oh my. The graphs are with or without log filtering? Or not at all? oO How's stuff with the two commands you listed? And why add a comment to them anyway? Oh, and if the IP's that flood you don't change why not null route them with ip route add blackhole ip? If the packets have the same length (35 in this case) you can also use that like: -m length --length 35 -j DROP
  21. Out of curiosity what stuff you see in tcpdump log that you want to filter/block if you don't mind sharing? So, you tested with limiting the UDP packets with something like: iptables -I INPUT -p udp -m limit --limit 10/s -j DROP and didn't work? Saw this.. give that a try?
  22. As I just finished helping another friend complete the puzzle checked out Charlie's video one more time just for the sake of testing if anything changed since last time I did the puzzle. As i was wathing it was thinking about obelisks and from who's point of view we finished the puzzle and honestly I was thinking that we would be from Charlies perspective because of the movie. On top of that what about if in the obelisks the two rulers standing in front of each other are for argument sake Maxwell (right) and Charlie (left) both on equal levels as a couple. In second we see one (Max) abusing the dark powers and thus banishing the light carrier (Charlie), then returns in third while the other ruler is on the ground suggesting it's downfall (for instance when Wilson freed him from the throne and in last) and in 4th image the Llight Carrier moans the loss of the other ruler and is stuck on the throne. What do you guys think? Haven't checked this topic for a long time so sorry if something like this has been already suggested and I didn't read. :S
  23. Why not have two separate rules and in one set the port defined in the server_port in Master and in the other the port you used in server_port in Caves?
  24. Since your question is rather technical one I think it's safe to assume you are using some linux distribution. In that case have a look at Using iptables to rate-limit incoming connections Something like: iptables -I INPUT -p udp --dport 27018:27019 -i eth0 -m state --state NEW -m recent --set iptables -I INPUT -p udp --dport 27018:27019 -i eth0 -m state --state NEW -m recent --update --seconds 60 --hitcount 10 -j DROP will limit any IP to 10 connections per minute for instance on the ports 27018 (master) and 27019 (caves).
  25. Those are most likely added from the mods the server is fully loaded with.