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    • JoeW

      UPDATED - Studio Note & Rhymes with Play Streams Temporarily Canceled.   03/06/2020

      UPDATE (3/19/20): Just a quick note regarding the team at Klei Entertainment. As noted previously, everybody at Klei Entertainment is working from home due to the Covid-19 outbreak. Many of us have been working especially hard to help maintain operations as we all move out of the office and into our homes and with everything being done online, extra time must be spent in organizing conversations and trying to maintain communication. As some of you may know, we have a very open office and we are almost always in contact with each other as we go about our days. Some of us work across multiple teams and that work has become a bit more challenging for everybody.   That being said, at this time the transition has not caused any major disruption in our operations, but it would be overly optimistic to expect that we won't have any delays at all. We're going to have to be especially mindful about this in the coming weeks and make sure we don't take on too much work so we can keep things running smoothly.  We will let you know as we see how these changes affect our timelines.  Thanks UPDATE (3/10/20):
      The test yesterday went well. We got the whole office (mostly) to work from home without significant issue. As a result, Klei Staff that can work from home have been asked to do so until further notice.  This means that we will have to cancel the Rhymes with Play stream until we are all back in the office. This shouldn't affect anything else at least in the short term, but if things change I will update you all here.  Original Post: Hey everybody,  This Tuesday March 10th, 2020 the entire staff at Klei will be working remotely for 1 day in an effort to prepare the studio to work remotely for a little while if the need arises.  Klei is already set up pretty well to allow for working remotely, however we are going to have a one day "dry run" with the whole studio so that we can identify and avoid any issues or downtime that may arise should choose to implement a work from home policy due to COVID-19 outbreak concerns. Unfortunately this does mean that we will be canceling the “Rhymes with Play” Art stream this coming Tuesday, however unless the situation changes we expect everything at the studio to be back to normal Wednesday and we’ll continue our regular stream schedule Thursday March 12th. If the situation changes at all, we'll let you know. Thanks for your understanding.
       

nome

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Everything posted by nome

  1. Dev Generators are like printing pods, except instead of duplicants they print devs. That's how we're able to put out so many free updates - we just print more devs!
  2. a thread for dev memes

    Fixed that for you.
  3. I'm afraid you need to concatenate all the files in https://s3.amazonaws.com/klei-lobby/ to get the complete lobby listings. lobbyListings_all_1.json.gz is for an incredibly old version of the game. Not sure who would still be playing that but people do weird things. Look at the version tag ("v":388775) to see what builds people are playing on. What even is the same server? What if I take the same save and start it on two different processes? Is it still the same server if my survival map dies and we all start again with a need seed? As you figured out, __rowId maps to a single listing, session changes on regen. Obviously KU is reasonably stable (the user who is hosting the server). And you shouldn't discount the server name string, the combination of KU,ServerName is what I'd probably use. You don't need to connect with UDP to get stuff like mods. Something more like this should do the trick: curl -X POST -d '{"__token": "Blahblah", "__gameId": "DST", "query": {"__rowId":"b7f91091ffa161a81fb221bc1b8e2584"}}' https://lobby-china.kleientertainment.com/lobby/read | python -mjson.tool | less (Server picked based on it being the first server in the first region in alphabetical order. ) You'll need a token to make that happen, you can use the one from your game but that'll eventually expire. Send me a private message with your KU and I'll build you one that lasts forever. For the platform field: const ( PLATFORM_NONE = 0x0000 PLATFORM_STEAM = 0x0001 PLATFORM_PSN = 0x0002 PLATFORM_TGP = 0x0004 PLATFORM_QQGAME = 0x0008 PLATFORM_XBLIVE = 0x0010 ) QQGAME is defunct (those users were given copies on TGP which became WeGame). Observant people might guess that 0x03 would be a server that could host both Steam and PS4 - fingers crossed for some day! Note you can totally use a tool like charles or other HTTPS proxies, along with the https_proxy environment variable (which DST should respect) to spy on what DST is saying to the servers and reverse engineer it. And the UDP stuff is all unencrypted on PC, so tcpdump or wireshark work great there. But I'm also happy to help when I'm not too busy. Good luck, and let me know if you have any other questions!
  4. You may have to use the VPN for playing DST online then. It should only be needed for HTTPS connections, so if you're technical enough you may be able to avoid extra latency for your UDP packets through the https_proxy environment variable. Let me know if you have any questions, happy to help!
  5. The relevant log line entry is this one: [00:40:51]: CURL ERROR: (d2fr86khx60an2.cloudfront.net) Failed to connect to d2fr86khx60an2.cloudfront.net port 443: Timed out Are you able to connect to https://d2fr86khx60an2.cloudfront.net/ from your web browser?
  6. Just to clarify, there's no news here. I've wanted cross-play since before we launched DST. Still lots of technical challenges to overcome before it'll be a possibility, don't get your hopes up. We'll let you know when there's actual news on the crossplay front.
  7. Not necessarily. Things like the map size and player limits are there primarily because of the limits of what the console can host (as a server). I'd be surprised if they were problems for consoles acting as clients. We'll see if/when we ever develop crossplay. You're probably right about the mods though, console players probably wouldn't be able to play in modded servers. I'm still hopeful that we can make crossplay a reality some day.
  8. And threaten my job security??? There are lots in our neighbourhood. It's a popular area of the city for tech companies.
  9. I'm afraid even I can't keep track of _every_ ridiculous lie we make up for you guys.
  10. Not that I'm aware of, but you never know what @JoeW is going to get up to when he's not kept busy.
  11. Cant make a new server with caves.

    Can you include more details, like stdout/stderr, and logs?
  12. Sorry about that. My team had a lot of sicknesses, a car accident, some shuffling of who was doing which project, and a few projects that turned out to be more work than anticipated. Everyone is fine but we're running a little slower than we were planning on. More rewards stuff is definitely coming but not in the very short term (very unlikely to be this calendar year). Once again, really sorry about the delays! Keep the suggestions coming folks, we do read them.
  13. I'll happily take the core dump. @bizziboi will probably want to look at the client_log. I'll check with him on Tuesday (Monday is Remembrance Day) if we have a mechanism for accepting big crashes, and if not I'll figure something out.
  14. Thanks so much for finding this! Unlike linking, that is something we've changed. I'm sure @bizziboi will be thrilled to have a nice specific target now, this one was really bugging him! Unfortunately, because DS was not originally written to be a network game, the dedicated server for DST is written as "DST minus some pieces" rather than "Just the pieces it needs", but hopefully the controller support is something @bizziboi can just disable on dedi builds since there's no particular reason a dedi would need controller support.
  15. Same error? I'd do an `strace -efile -f -o dst.trace` to see what paths it's looking in for each library and what it's finding.
  16. As DST is currently only available as a 32bit application on linux, it wouldn't have run before without the 32bit library. If you look at the dedicated server installation instructions you should be able to find details on how to get the 32bit libraries you need, which should resolve your problem.
  17. Did you confirm you have the _32bit_ version of libcurl-gnutls.so.4 as well as the 64bit version you get by default?
  18. Ohh, so you were one of the people advising in that one Twitch stream with @PeterAand @Jason?
  19. It seems China Unicom had an issue with their network connectivity. Almost all the errors we saw were from China Unicom IPs. Let us know if this does not explain the issue.
  20. 10/10 choice of source.
  21. Give some love to IPv6, maybe?

    I'm not convinced of the value of IPv6 support for LAN mode only other than checking a meaningless "IPv6 compatible" box, there's hardly an IP address exhaustion problem for non-internet connected networks. For internet play I am concerned about the exhaustion of IPv4 in parts of the world, we are monitoring that but at this time we utilize platform NAT traversal tech so we're not able to move on that except in concert with our partners. Very open to hearing more about anyone who can't play for want of IPv6 though.