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Caves Beta - October 15th Update


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  • Developer

Phew, a lot of backend and skins-related work going on, but we're getting back to caves fixes and improvements. The biggest thing in today's release is the first version of NAT Traversal for dedicated servers. What this means is, you no longer have to open ports on your router for other players to connect to your dedi, just like how it works with host games. This is the first big part of making it easier for people to run dedicated servers with minimal configuration.
 
There are some known issues with this version, mainly that joining a dedicated server from the steam friends list or steam overlay no longer work.
 
There's nothing you have to do to make this work, but if you want to help us test it, you can try closing any ports on your router that you previously opened and see if other people can still connect to it.
 
Build number: 153171
 
New features and improvements:

  • NAT Traversal for dedicated servers.
  • If you click "wear now" in the gift popup, the new item is selected by default.
  • The wardrobe defaults to the clothes on your character, rather than those from your profile.

Bugs fixes:

  • Monkeys don't trigger tooth traps.
  • Monkeys can steal a trap even if they get hit by it.
  • Monkeys not changing into nightmaremonkeys.
  • Construction amulet gets used up twice as fast as it should.
  • Tweaks to collection screen and gift popup art.
  • Removed gifting debug data from dedicated servers.
  • Fixed crash writing on blank signs

 

If you missed it, instructions on how to get into the caves beta are here:
http://forums.kleien...ta/#entry673404
 
Aren't we all looking dapper now!

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When I Ieave my game and join back the map resets. Obviously It's not a major problem but it's getting a little annoying. Everything else saves though, I still have everything in my inventory, every object placed is still standing, and it's still the same day that it was when I left. I'm not sure what to do to fix it.

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Phew, a lot of backend and skins-related work going on, but we're getting back to caves fixes and improvements.

So there's this change in DST where you can't interact with things in the dark. I'm not sure why this was implemented, but can you please make one exception for the star caller's staff? The entire point of the staff is to free up inventory room so that carrying twigs, grass, and wood is no longer necessary, but if you find yourself in a situation where you'd need to use it like if you're in the darkness, then you will not be able to unless you create light by another method first which essentially invalidates the staff's existence.

There's this really great panic moment I think we've all had when our lantern or fire light disappears, and we suddenly find ourselves in the darkness with Charlie bearing down on us while we're scrambling to make a torch or place another fire. Luckily you can make torches and place fires in the dark, but if all you have is a star caller's staff, you're outta luck bud.

 

This makes me wary of going out without grass, twigs, and wood if I only have a staff as backup, and if I am bringing stuff to make torches or campfires, then why bring the staff? 

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  • Developer

@Ipsquiggle, What do you mean close the ports? What exactly should we change? 

 

I clarified the OP a little. There's nothing you need to do if you don't want, just keep playing. :D

 

However, if in the past you had to open ports in your router to get your server working, that's no longer necessary. You can (if you feel like it!) try closing those ports again to see if our new tech is working. :)

 

So there's this change in DST where you can't interact with things in the dark. I'm not sure why this was implemented, but can you please make one exception for the star caller's staff? 

 

This is a good point, thank you!

 

Can someone help me out? How do I go about updating my DST_Cave dedicated server? The servers are trying to link up but they keep saying mismatched versions. I tried changing the version.txt in my DST_Cave folder but it didn't work.

 

First make sure that both servers have been shut down. Then,

  • if you are updating the servers through the Steam client, you'll need to right-click on the dedicated server, Properties > Local Files > Verify Integrity of Tool Cache.
  • if you are updating the servers through steamcmd, make sure you include "validate" in your update command, as in:

steamcmd +login anonymous +app_update 343050 -beta cavesbeta validate +quit

 

Hope that helps!

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I can't connect to my caves now. When I try to go in the sinkhole, I always get the server not responding pop up.  Here are my logs for both slave and master server. It was working prior to this new update and I didn't change anything other than updating the server, and DST.

 

I also noticed that the servers say they are connected, but my slave server is coming up in the server listings for some reason.

log.txt

log.txt

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After this update i get crash when press HOST GAME in main menu.

 

[00:00:00]: Starting Up
[00:00:00]: Version: 153171
[00:00:00]: Current time: Thu Oct 15 18:30:43 2015

[00:00:00]: Don't Starve Together: 153171 WIN32_STEAM
NNN Build Date: 2015-10-15_14-28-26
[00:00:00]: Parsing command line
[00:00:00]: Command Line Arguments:
[00:00:00]: Initializing Minidump handler
[00:00:00]: ....Done
[00:00:00]: Initializing Steam
[00:00:00]: Steam AppBuildID: 817365
[00:00:00]: Steam BetaName(Branch): [cavesbeta]
[00:00:00]: ....Done
[00:00:00]: Fixing DPI
[00:00:00]: ...Done
[00:00:00]: THREAD - started 'GAClient' (4744)
[00:00:00]: HttpClient2::ClientThread::Main()
[00:00:00]: ProfileIndex:13.40
[00:00:00]: Network tick rate: U=15(2), D=0
[00:00:00]: Network tick rate: U=15(2), D=0
[00:00:00]: Authorized application D:\Steam\steamapps\common\Don't Starve Together\bin\dontstarve_steam.exe is enabled in the firewall.
[00:00:00]: WindowsFirewall - Application already authorized
[00:00:00]: loaded ping_cache
[00:00:00]: OnLoadPermissionList: APP:Klei/DoNotStarveTogether/save/blocklist.txt (Success)
[00:00:00]: OnLoadPermissionList: APP:Klei/DoNotStarveTogether/save/adminlist.txt (Failure)
[00:00:00]: OnLoadUserIdList: APP:Klei/DoNotStarveTogether/save/whitelist.txt (Failure)
[00:00:00]: Offline user name: OU_76561198001097662
[00:00:00]: SteamID: 76561198001097662
[00:00:00]: cGame::InitializeOnMainThread
[00:00:00]: WindowManager::Initialize
[00:00:00]: CreateWindow: Requesting 1276,720 - 5/6/5 - -1/-1/-1 - 0
[00:00:01]: CreateEGLContext: 12 configs found
[00:00:01]: 0: 8/8/8 - 0/ 0/ 0 - 0
[00:00:01]: 1: 8/8/8 - 0/16/ 0 - 0
[00:00:01]: 2: 8/8/8 - 0/24/ 0 - 0
[00:00:01]: 3: 8/8/8 - 0/24/ 8 - 0
[00:00:01]: 4: 5/5/5 - 0/ 0/ 0 - 0
[00:00:01]: 5: 5/5/5 - 0/16/ 0 - 0
[00:00:01]: 6: 5/5/5 - 0/24/ 0 - 0
[00:00:01]: 7: 5/5/5 - 0/24/ 8 - 0
[00:00:01]: 8: 8/8/8 - 8/ 0/ 0 - 0
[00:00:01]: 9: 8/8/8 - 8/16/ 0 - 0
[00:00:01]: 10: 8/8/8 - 8/24/ 0 - 0
[00:00:01]: 11: 8/8/8 - 8/24/ 8 - 0
[00:00:01]: RestoreWindowPosition
[00:00:01]: Saved Client Pos (12 x 208)
[00:00:01]: Adjusted Window Pos (4 x 177)
[00:00:01]: EnsureWindowOnScreen
[00:00:01]: All good.
[00:00:01]: GLInfo
[00:00:01]: ~~~~~~
[00:00:01]: THREAD - started 'WindowsInputManager' (756)
[00:00:01]: GL_VENDOR: Google Inc.
[00:00:01]: GL_RENDERER: ANGLE (NVIDIA GeForce GTS 450)
[00:00:01]: GL_VERSION: OpenGL ES 2.0 (ANGLE 1.0.0.2249)
[00:00:01]: GL_SHADING_LANGUAGE_VERSION: OpenGL ES GLSL ES 1.00 (ANGLE 1.0.0.2249)
[00:00:01]: OpenGL extensions (19, 19):
[00:00:01]: GL_ANGLE_depth_texture
[00:00:01]: GL_ANGLE_framebuffer_blit
[00:00:01]: GL_ANGLE_framebuffer_multisample
[00:00:01]: GL_ANGLE_instanced_arrays
[00:00:01]: GL_ANGLE_pack_reverse_row_order
[00:00:01]: GL_ANGLE_texture_compression_dxt3
[00:00:01]: GL_ANGLE_texture_compression_dxt5
[00:00:01]: GL_ANGLE_texture_usage
[00:00:01]: GL_ANGLE_translated_shader_source
[00:00:01]: GL_EXT_read_format_bgra
[00:00:01]: GL_EXT_robustness
[00:00:01]: GL_EXT_texture_compression_dxt1
[00:00:01]: GL_EXT_texture_format_BGRA8888
[00:00:01]: GL_EXT_texture_storage
[00:00:01]: GL_OES_get_program_binary
[00:00:01]: GL_OES_packed_depth_stencil
[00:00:01]: GL_OES_rgb8_rgba8
[00:00:01]: GL_OES_standard_derivatives
[00:00:01]: GL_OES_texture_npot
[00:00:01]: GL_MAX_TEXTURE_SIZE = 16384
[00:00:01]: GL_MAX_TEXTURE_IMAGE_UNITS = 16
[00:00:01]: GL_MAX_RENDERBUFFER_SIZE = 16384
[00:00:01]: GL_MAX_VIEWPORT_DIMS = 16384, 16384
[00:00:01]: GL_MAX_VARYING_VECTORS = 10
[00:00:01]: GL_MAX_VERTEX_ATTRIBS = 16
[00:00:01]: GL_MAX_VERTEX_UNIFORM_VECTORS = 254
[00:00:01]: GL_MAX_VERTEX_TEXTURE_IMAGE_UNITS = 4
[00:00:01]: GL_MAX_FRAGMENT_UNIFORM_VECTORS = 221
[00:00:01]: 4 compressed texture formats
[00:00:01]: texture format 0x83f0
[00:00:01]: texture format 0x83f1
[00:00:01]: texture format 0x83f2
[00:00:01]: texture format 0x83f3
[00:00:02]: Renderer initialize: Okay
[00:00:03]: AnimManager initialize: Okay
[00:00:03]: Buffers initialize: Okay
[00:00:04]: cDontStarveGame::DoGameSpecificInitialize()
[00:00:04]: GameSpecific initialize: Okay
[00:00:04]: cGame::StartPlaying
[00:00:04]: LOADING LUA
[00:00:04]: DoLuaFile scripts/main.lua
[00:00:04]: DoLuaFile loading buffer scripts/main.lua
[00:00:07]: scripts/main.lua(173,1) running main.lua

[00:00:07]: loaded modindex
[00:00:07]: ModIndex: Beginning normal load sequence.

[00:00:18]: LOADING LUA SUCCESS
[00:00:21]: PlayerDeaths loaded morgue 1139
[00:00:21]: PlayerHistory loaded player_history_staging 1500
[00:00:21]: bloom_enabled false
[00:00:21]: loaded saveindex
[00:00:21]: OnFilesLoaded()
[00:00:21]: OnUpdatePurchaseStateComplete
[00:00:55]: Load FE
[00:00:57]: Load FE: done
[00:00:57]: SimLuaProxy::QueryServer()
[00:00:57]: SimLuaProxy::QueryServer()
[00:00:57]: ModIndex: Load sequence finished successfully.
[00:00:57]: Reset() returning
[00:00:57]: [cGiftingManager::Update] Not in gifting state!
[00:00:57]: [cGiftingManager::Update] IsConnected false
[00:00:57]: [cGiftingManager::Update] IsNetworkGame false
[00:00:57]: [cGiftingManager::Update] IsOnlineMode false
[00:01:01]: [200] Account Failed (6): "E_EXPIRED_TOKEN"
[00:01:01]: [steam] Auth Session Ticket requested...
[00:01:02]: [steam] Got Auth Session Ticket
[00:01:02]: cSteamAccountCommunication::SendRequest Clobbering current response
[00:01:03]: [200] Account Communication Success (3)
[00:01:04]: loaded inventory_cache
[00:01:04]: loaded inventory_cache
[00:01:05]: SimLuaProxy::QueryServer()
[00:01:05]: SimLuaProxy::QueryServer()
[00:01:06]: QueryStats: { "req":"modrank", "field":"Session.Loads.Mods.list", "fieldop":"unwind", "linkpref":"external", "limit": 20}
[00:01:06]: Presets:
[00:01:06]: SURVIVAL_TOGETHER, SURVIVAL_TOGETHER_CLASSIC, SURVIVAL_DEFAULT_PLUS, COMPLETE_DARKNESS
[00:01:06]: Error: Tried loading preset UNKNOWN_PRESET but we don't have that!
[00:01:06]: [string "scripts/widgets/customizationtab.lua"]:541: attempt to index field 'presetdirty' (a boolean value)
LUA ERROR stack traceback:
scripts/widgets/customizationtab.lua:541 in (method) RefreshTabValues (Lua) <522-564>
self =
savepresetbutton = BUTTON
shown = false
current_option_settingspanel = optionspanel
presetdesc = Text - This game was started with some weird settings.
allowEdit = false
next_in_tab_order = Corrosion's ...
addmultilevel = BUTTON
enabled = true
slotoptions = table: 0AD7ED08
options = table: 0AD7F578
currentmultilevel = 1
current_option_settings = table: 0A5BB390
customizationlist = CustomizationList
multileveltabs_bg = Image - images/ui.xml:black.tex
name = CustomizationTab
focus_flow = table: 0AD7D548
default_focus = presetspinner
left_line = Image - images/ui.xml:line_vertical_5.tex
callbacks = table: 0AD7B928
presetpanel = presetpanel
overrides = table: 18C2AAA8
revertbutton = BUTTON
inst = 100466 - (valid:true)
focus = false
level2tab =
parent = detail_panel
children = table: 0AD7A6B8
activepresets = table: 0A5BB250
focus_flow_args = table: 0AD7D250
focus_target = false
presets = table: 0A5BB5C0
slot = 4
presetspinner = presetspinner
multileveltabs = multileveltabs
addmultileveltext = Text - Multilevel
customization_page = customization_page
presetdirty = false
middle_line = Image - images/ui.xml:line_vertical_5.tex
level1tab = Unknown Preset
focus_forward = presetspinner
max_custom_presets = 5
presettitle = Text - Preset
can_fade_alpha = true
servercreationscreen = ServerCreationScreen
i = 1
presetdata = table: 18C2AB98
clean = true
scripts/widgets/customizationtab.lua:519 in (method) UpdateOptions (Lua) <488-520>
self =
savepresetbutton = BUTTON
shown = false
current_option_settingspanel = optionspanel
presetdesc = Text - This game was started with some weird settings.
allowEdit = false
next_in_tab_order = Corrosion's ...
addmultilevel = BUTTON
enabled = true
slotoptions = table: 0AD7ED08
options = table: 0AD7F578
currentmultilevel = 1
current_option_settings = table: 0A5BB390
customizationlist = CustomizationList
multileveltabs_bg = Image - images/ui.xml:black.tex
name = CustomizationTab
focus_flow = table: 0AD7D548
default_focus = presetspinner
left_line = Image - images/ui.xml:line_vertical_5.tex
callbacks = table: 0AD7B928
presetpanel = presetpanel
overrides = table: 18C2AAA8
revertbutton = BUTTON
inst = 100466 - (valid:true)
focus = false
level2tab =
parent = detail_panel
children = table: 0AD7A6B8
activepresets = table: 0A5BB250
focus_flow_args = table: 0AD7D250
focus_target = false
presets = table: 0A5BB5C0
slot = 4
presetspinner = presetspinner
multileveltabs = multileveltabs
addmultileveltext = Text - Multilevel
customization_page = customization_page
presetdirty = false
middle_line = Image - images/ui.xml:line_vertical_5.tex
level1tab = Unknown Preset
focus_forward = presetspinner
max_custom_presets = 5
presettitle = Text - Preset
can_fade_alpha = true
servercreationscreen = ServerCreationScreen
singlelevel = nil
scripts/widgets/customizationtab.lua:614 in (method) UpdateSlot (Lua) <576-617>
self =
savepresetbutton = BUTTON
shown = false
current_option_settingspanel = optionspanel
presetdesc = Text - This game was started with some weird settings.
allowEdit = false
next_in_tab_order = Corrosion's ...
addmultilevel = BUTTON
enabled = true
slotoptions = table: 0AD7ED08
options = table: 0AD7F578
currentmultilevel = 1
current_option_settings = table: 0A5BB390

[00:01:06]: [string "scripts/widgets/customizationtab.lua"]:541: attempt to index field 'presetdirty' (a boolean value)
LUA ERROR stack traceback:
scripts/widgets/customizationtab.lua:541 in (method) RefreshTabValues (Lua) <522-564>
scripts/widgets/customizationtab.lua:519 in (method) UpdateOptions (Lua) <488-520>
scripts/widgets/customizationtab.lua:614 in (method) UpdateSlot (Lua) <576-617>
scripts/screens/servercreationscreen.lua:172 in (method) UpdateTabs (Lua) <165-177>
scripts/screens/servercreationscreen.lua:676 in (method) OnClickSlot (Lua) <665-683>
scripts/screens/servercreationscreen.lua:128 in (field) _ctor (Lua) <27-129>
scripts/class.lua:181 in (upvalue) ServerCreationScreen (Lua) <171-184>
scripts/screens/multiplayermainscreen.lua:289 in (local) cb (Lua) <288-291>
scripts/frontend.lua:523 in (method) DoFadingUpdate (Lua) <487-527>
scripts/frontend.lua:575 in (method) Update (Lua) <535-684>
scripts/update.lua:93 in () ? (Lua) <39-123>

[00:01:06]: SCRIPT ERROR! Showing error screen
[00:01:11]: CURL ERROR: Connection timed out after 5000 milliseconds
[00:01:16]: Collecting garbage...
[00:01:16]: lua_gc took 0.02 seconds
[00:01:16]: ~ShardLuaProxy()
[00:01:16]: ~InventoryLuaProxy()
[00:01:16]: ~NetworkLuaProxy()
[00:01:16]: ~SimLuaProxy()
[00:01:16]: SteamWorkshop::CancelDownloads clearing all unfinished downloads
[00:01:16]: lua_close took 0.03 seconds
[00:01:16]: [steam] Auth ticket cancelled
[00:01:16]: Orphaned unnamed resource. This resource must have used Add( resource ) to insert itself into the manager.
[00:01:16]: Orphaned unnamed resource. This resource must have used Add( resource ) to insert itself into the manager.
[00:01:16]: Orphaned unnamed resource. This resource must have used Add( resource ) to insert itself into the manager.
[00:01:17]: HttpClient2::ClientThread::Main() complete
[00:01:17]: Shutting down
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So I have the server working now, and I know ruins are already in, but how do they work? Do I have to run a third server, or have I just not found another cave entrance yet?

 

You dont need a third server. Now ruins is part of caves, mate ;)

 

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Really? It seems that they're just too big to be a center of cave maps. Have you accomplished whole mapping of cave?

I can't guarantee it's always the case. Their plan is just for the ruins to be more in the center, and lesser threats to be on the outside.

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