Arcen Games

Games => A Valley Without Wind 1 & 2 => AVWW Multiplayer Discussion => Topic started by: Wanderer on April 16, 2012, 01:29:31 PM

Title: Server: Wandering Nomads (Closed for now)
Post by: Wanderer on April 16, 2012, 01:29:31 PM
Server: Wandering Nomads

Availability: Internet Advertised

Hours of Operation: 24/7 except for when I forget to pay the power bill.
Please note I run this off my personal PC.  You get what you pay for here, but I'll do my best.

Max players: 16 (currently.  If we start having population concerns I'll pop it up a bit and see what the PC can handle)

Teamspeak 3 server: Available but my IP address changes occassionally.  I will usually only run this when I'm active and will notify if available.

Version: 1.010

Difficulty settings:
Combat: Skilled
Platforming: I get mistaken for a certain plumber.

Default settings on/off:
Use Glyph Transfer: No (No borrowing the lumbermancer)
Use Guardian Scrolls: Yes
Change Skill levels: No (once implemented in 0.930)

Play intent:
Have some fun, play with others, try to do group activities. 
Bang the heck out of the Beta and see what breaks in MP servers.  Remember to post in Mantis if you find one!
Title: Re: Server: Wandering Nomads
Post by: Wanderer on April 16, 2012, 01:29:43 PM
Current status:
Continent 6 - LT/OL hunting

Current Goals:
Build up the settlement.

Currently desired materials:
A whole ton of mining.

Currently desired unlocks:
None particular
Title: Re: Server: Wandering Nomads
Post by: Wanderer on April 16, 2012, 01:30:06 PM
Information on people with admin rights, ban rights, and bans:

Admins:
Wanderer

Bans:
Anus Dookie Beepis2
Penis Fart 2000
shut Mouth Burato

Known outages/issues (all times PST):
No currently known issues.

Outage: 4/16/2012 ~6:30 PM
Reset the server.

4/16/2012 9:30 PM
Server reset for new version .930

4/17/2012 9:30 PM
Server reset for new version .931

4/18/2012 10:00 PM
Server reset for new version .932

4/19/2012 1:40 AM
Server reset for version .970 (Last before go-live)

4/21/2012 ~I don't remember
1.0 upgrade

4/22/2012 ~5:30 AM
Reboot to clear fatal error.

4/24/2012 8:15 PM - 8:30 PM
Reboot and world-zip to provide error logs for fatal to Arcen.

4/25/2012 1:00 AM
Server taken down for unspecified time until 1.001 patch

4/26/2012 5:00 AM
Server back online.

4/27/2012 10:00 - 10:10 PM
Bounced the box due to bluescreen from other software.  It's gonna happen, it's my personal PC.  Sorry about that folks, hopefully you didn't lose much.

4/29/2012 - 12:45 AM
Bounced the server for the 1.005 upgrade.

5/1/2012 - Unknown through 12:45 PM
Server rebooted on its own and when I got back I did the 1.007 upgrade.

5/2/2012 - 9:30 PM through 10:00 AM (roughly) 5/3
Taking the server down.  My box needs to go through updates, maintenance, and I need to do some downloads that are just going to screw y'all up.

5/5/12 - Noonish
Bounced the server for 1.010

5/8/12 - 2 PM
Bounced server to clear a zero/neg hitpoint Lieutenant.
Title: Re: Server: Wandering Nomads
Post by: keith.lamothe on April 16, 2012, 02:17:19 PM
Placeholder for Snarky Comments
Title: Re: Server: Wandering Nomads
Post by: Wanderer on April 16, 2012, 10:12:34 PM
Placeholder for Snarky Comments

I rejoin with a superfluous wittisism!
Title: Re: Server: Wandering Nomads
Post by: Wanderer on April 16, 2012, 10:33:30 PM
Further Server overview posted.
Title: Re: Server: Wandering Nomads
Post by: Wanderer on April 17, 2012, 12:28:05 AM
Wandering Nomads updated to .930.
Title: Re: Server: Wandering Nomads
Post by: keith.lamothe on April 17, 2012, 12:59:47 AM
Max players: 8 (currently.  If we start having population concerns I'll pop it up a bit and see what the PC can handle)
8 is just the ultra-conservative number, mainly because we don't have any data beyond that from practice.  But basically the only way AVWW-server is going to challenge your machine is if you get a ton of players all in different chunks, and then it's not a cpu or network issue, it's an issue of the server running out of managed heap space (which, sadly, has very little to do with your machine's available RAM).

That said, potentially the network traffic could get a little fierce at around, say, 30 players.  But if it does there's a ton of optimizations I could do to hammer the actual size of the network messages through the floor (right now it sends them as readable ascii unless they're over a certain size, and then it just runs a generic compression on said readable ascii; I could make the whole thing binary, etc).  Just haven't done it as there's been absolutely no indication that it's necessary :)

Anyway, have fun storming the Overlord!
Title: Re: Server: Wandering Nomads
Post by: Wanderer on April 17, 2012, 01:16:57 AM
Good to know Keith, thanks.  I'll definately keep that in mind.

I don't want to crank it up yet as this IS my personal PC and there's no reason to yet, as the most concurrent players we've had is 4, and I do like to be able to run my XBox/Hulu/whatnot over the same internet connection.  Which, actually, I'm curious to test what the heck that would do to people during a full-on CoD smackfest while 8+ ppl are playing on the server, to see the viability (I run top-end Cable Internet from Cox).  If we start getting more than 8 wanting to play at once I'll definately try cranking it up... just not yet. :)
Title: Re: Server: Wandering Nomads
Post by: Hyfrydle on April 17, 2012, 07:35:36 AM
Really like how you've laid out this thread and hope to see more servers popping up as the game approaches release. I wanted to play last night but kept getting the black screen issue so once patched I should be on this evening.

Can't believe your taking down the Overlord already I'll have some catching up to do. Also regarding Teamspeak that's something I would be very interested in as any MP game improves dramatically when people can talk to each other and this is even more important on a game where something could pop-up and kill you at anytime.

Looking forward to playing later cheers for the server.
Title: Re: Server: Wandering Nomads
Post by: keith.lamothe on April 17, 2012, 09:28:29 PM
The black screen issue appears to be mostly resolved in 0.930, you just have to wait about a minute for it to finally "get through" with the "dump me on the world map" message.  I've put a change in for 0.931 to make that more prompt.

Are there any more errors in the server logs since 0.930?  If so it might shed some light on the original invalid-chunk issue.  If not, that original issue may no longer happen and the black-screen thing is just inherited for those players it's affecting, but it should go away permanently once you finally do get to the world map.

Let me know if there are other problems :)
Title: Re: Server: Wandering Nomads
Post by: Wanderer on April 18, 2012, 12:11:35 AM
The black screen issue appears to be mostly resolved in 0.930, you just have to wait about a minute for it to finally "get through" with the "dump me on the world map" message.  I've put a change in for 0.931 to make that more prompt.

Are there any more errors in the server logs since 0.930?  If so it might shed some light on the original invalid-chunk issue.  If not, that original issue may no longer happen and the black-screen thing is just inherited for those players it's affecting, but it should go away permanently once you finally do get to the world map.

Let me know if there are other problems :)

Yeah, I've got firebats and icebats whining about getting shifted around.  This is still 0.930, I just walked in the door and hit the forums.  A queued abilityuse.execute rejection...  A process assertion failure... daaaamn.  Ya know, I'm just gonna attach it here.



Title: Re: Server: Wandering Nomads
Post by: Wanderer on April 18, 2012, 12:24:05 AM
Server upgraded to .931.
Title: Re: Server: Wandering Nomads
Post by: keith.lamothe on April 18, 2012, 10:26:48 AM
Thanks for the log :)  I just started at the first 4/17/2012 entry.

Yeah, I've got firebats and icebats whining about getting shifted around.
Not a big deal, though perhaps we could suppress those from being logged. 

Quote
A queued abilityuse.execute rejection...
Yea, those sometimes happen, though it shouldn't really be happening as much anymore since we made it hang on to entities (in an invisible, non-interactive state) for the rest of the ability messages applying to it to "clear through".  So not sure what's going on there, unless they all apply to players that have transitioned to another chunk normally (those don't "stick around" as it'd be kinda bad for an entity to be in two chunks at once).  Anyway, these particular rejections (projectiles exploding, adding just-entered-chunk-invincibility, etc) shouldn't hurt anything.

Quote
A process assertion failure...
Those are more serious; particularly:

Quote
ProcessAssertionFailure while IsInAbilityDeserializationOrProcessing, Message:Object reference not set to an instance of an object

  at Chunk.PerformChunkLoadInitialization (Boolean IsFromTheNetwork, Int32 LoadedChunkVersion) [0x00000] in <filename unknown>:0
I'm guessing that this was from when Chomper was connecting, and it was trying to process whatever messed up hunk of chunk he'd gotten stuck in, and something that should never be null was null.  I've put in an extra check towards the top of the method but that's a pretty big one.  *shakes fist at Unity for making it impossible to have a release build with enough debug info in it to give line numbers in stack traces*  That may be my biggest complaint; in the .NET/slimdx engine AIW was running on through version 3.189, I could always get line numbers from release-build stack traces.

Anyway, looks pretty clean, if that null one was indeed just a legacy of whatever grue ate Chomper and Hyrf a couple versions back.

Thanks :)
Title: Re: Server: Wandering Nomads
Post by: tigersfan on April 18, 2012, 11:03:23 AM
... if that null one was indeed just a legacy of whatever grue ate Chomper and Hyrf a couple versions back.

Great reference! :)
Title: Re: Server: Wandering Nomads
Post by: Wanderer on April 18, 2012, 01:41:00 PM
Thanks for the log :)  I just started at the first 4/17/2012 entry.
I've manually started to archive the logs as new versions come out to make life easier on both of us.
Quote
Anyway, looks pretty clean, if that null one was indeed just a legacy of whatever grue ate Chomper and Hyrf a couple versions back.

Thanks :)

My pleasure.  I'll try to keep an eye on it.  Looks like Chomper's leading the cause of group smackdowns on the server.  My work-life has gone bat-shit crazy so I can only do so much at the moment.
Title: Re: Server: Wandering Nomads
Post by: keith.lamothe on April 18, 2012, 01:53:35 PM
My pleasure.  I'll try to keep an eye on it.  Looks like Chomper's leading the cause of group smackdowns on the server.  My work-life has gone bat-shit crazy so I can only do so much at the moment.
Yea, that happened to me periodically when I had a "normal" programming job too (MSSQL, as you probably recall; with web stuff on top).  I'm fairly sure that the laws of physics are not generally applicable in such employment: the fecal matter simply could not have gone from at-rest to hitting-the-fan in that timeframe at merely the speed of light.

Thanks for your efforts, I hope things calm down :)
Title: Re: Server: Wandering Nomads
Post by: Wanderer on April 18, 2012, 01:59:00 PM
My pleasure.  I'll try to keep an eye on it.  Looks like Chomper's leading the cause of group smackdowns on the server.  My work-life has gone bat-shit crazy so I can only do so much at the moment.
Yea, that happened to me periodically when I had a "normal" programming job too (MSSQL, as you probably recall; with web stuff on top).  I'm fairly sure that the laws of physics are not generally applicable in such employment: the fecal matter simply could not have gone from at-rest to hitting-the-fan in that timeframe at merely the speed of light.

Thanks for your efforts, I hope things calm down :)

Actually the lovely part is I just got off a major project and was due some 'catch-up' downtime and the guy who was handling a lot of this managed to get himself in a cycle wreck and is in for hand surgery today.  I can't say much, I ride too, but between that and training the new guy we just brought on-staff.... YARGH.  All of this stuff was in flight... just wasn't supposed to be on my fan!   >:(

So, yeah.  Alright, rant over.  Fixes for the MP stuff that wasn't moving looks good by the way, I got a little time last night to goof off and then promptly fell over.  I haven't seen any kabooms in the .931 load, just connecting/connected reports.  You might want to get a little more data in those like WHO was connecting/connected and the like, and disconnects as well, just for sanity's sake, but that can wait.
Title: Re: Server: Wandering Nomads
Post by: keith.lamothe on April 18, 2012, 02:12:13 PM
You might want to get a little more data in those like WHO was connecting/connected and the like, and disconnects as well, just for sanity's sake, but that can wait.
It actually doesn't even know at that point, that's literally just the establishment of the connection :)  We don't get to send app-specific data until the followup messages.  I used to log the actual logins; I could do that again if you like.
Title: Re: Server: Wandering Nomads
Post by: Wanderer on April 18, 2012, 02:15:02 PM
You might want to get a little more data in those like WHO was connecting/connected and the like, and disconnects as well, just for sanity's sake, but that can wait.
It actually doesn't even know at that point, that's literally just the establishment of the connection :)  We don't get to send app-specific data until the followup messages.  I used to log the actual logins; I could do that again if you like.

Actually, yeah if you wouldn't mind that would be nice.  If you're going to run a server you'd like to be able to know who dropped by.

As an idea for 1.0+, some kind of server-manager event log showing major events would be nice too.  Unlocks, LT/Overlord kills, missions completed ( and by whom), that kind of thing.
Title: Re: Server: Wandering Nomads
Post by: Wanderer on April 18, 2012, 02:57:41 PM
Server Update: Technozoologist and Forgician located and recovered on Continent 1.  All currently available guardian spells are opened.
Title: Re: Server: Wandering Nomads
Post by: Wanderer on April 18, 2012, 07:32:18 PM
Anyone on from around 3:00 - 4:30 PM (PST) today, please let me know if you hit MASSIVE lagstorms.

My hardware maintenance kicked in and I didn't notice, as I was VPN'd to the office and was hammering away at code all day.  The only reason I noticed was when it finally got around to the sound drivers and started mucking with my Media Player.  I'd like to know if it affected the server in any way, or if it was lightweight enough that it just skipped on past.

Edit: Simply because I feel like venting for a moment and this is a nice quiet corner of my universe:

PM "Are we in QA yet?"
Me: "Are we dev complete on the request?"
"No"
"Then no, we're not in QA yet."
"Why aren't we in QA?"

FACEPALM.
Title: Re: Server: Wandering Nomads
Post by: keith.lamothe on April 18, 2012, 08:02:09 PM
Edit: Simply because I feel like venting for a moment and this is a nice quiet corner of my universe:

PM "Are we in QA yet?"
Me: "Are we dev complete on the request?"
"No"
"Then no, we're not in QA yet."
"Why aren't we in QA?"

FACEPALM.
We're sorry for the inconvenience, but the "Modus Ponens" feature is not included in this version of Windows, please upgrade to Business or Professional.
Title: Re: Server: Wandering Nomads
Post by: Wanderer on April 18, 2012, 09:29:18 PM
Lieutenants are dead, hunting the overlord.
Title: Re: Server: Wandering Nomads
Post by: Wanderer on April 19, 2012, 01:02:04 AM
Alright folks, a few of us have been banging away trying to get at the Shallows in the Northwest before we pop the next continent open.  That said, we can't seem to get rid of the rain.

If you get some time, please collect buoys so we can surround the sucker and MAKE it stop raining in there so we can do a deep sea cavern dive.  Thanks. :)

Also, please note... if you go overlord hunting, be prepared for a short range NASTY fight.  I've cleared the monster generators in there (trust me, you didn't want to fight never-ending icebats in there) but he dominates the room, completely.  Be prepared for it.  There's hidey holes but the living flames will find you in those.
Title: Re: Server: Wandering Nomads
Post by: keith.lamothe on April 19, 2012, 10:26:17 AM
Alright folks, a few of us have been banging away trying to get at the Shallows in the Northwest before we pop the next continent open.  That said, we can't seem to get rid of the rain.

If you get some time, please collect buoys so we can surround the sucker and MAKE it stop raining in there so we can do a deep sea cavern dive.  Thanks. :)
Do you have a buoy adjacent to the target region? That should be sufficient.

Quote
I've cleared the monster generators in there
Iirc, if the chunk drops to disk and you come back (and it's still a boss room) it will respawn up to the normal target number of spawners (not in the same places, I imagine) ;)
Title: Re: Server: Wandering Nomads
Post by: Wanderer on April 20, 2012, 04:57:26 AM
Alright folks, a few of us have been banging away trying to get at the Shallows in the Northwest before we pop the next continent open.  That said, we can't seem to get rid of the rain.

If you get some time, please collect buoys so we can surround the sucker and MAKE it stop raining in there so we can do a deep sea cavern dive.  Thanks. :)
Do you have a buoy adjacent to the target region? That should be sufficient.
Yeah... no.  It's got 4? adjacent, still no joy.


Wandering Nomads server is at .970.  I'm basically AWOL for the weekend, luck folks.  UFC + cute girl = Screw online. :)  Smack an overlord for me. :)
Title: Re: Server: Wandering Nomads
Post by: Wanderer on April 20, 2012, 05:01:57 AM
I wanted to comment...

Chomper: Dude, nothing personal, but a server for 2 people is overkill, no matter how much I enjoy playing with you...

If you want this server to stay 'live' after launch, I'd like to hear from you.  I set this server up as a Beta test primarily because of my personal interaction with Keith and I wanted to return a bit of the respect I've felt I've gotten from him. 

I'm more than happy to keep a 'Live' Server up for everyone, but I don't want to upkeep it unless people actually WANT it.  You want Nomads to stay up, please, post.  Otherwise I'll drop it after final release and let the world take up where I left off.
Title: Re: Server: Wandering Nomads
Post by: Wanderer on April 20, 2012, 02:02:48 PM
Upgraded to 0.971.
Title: Re: Server: Wandering Nomads
Post by: Hyfrydle on April 20, 2012, 02:11:19 PM
Keep it up and let's have an online release party to celebrate. Hopefully if the servers are up and new people spot it and see this thread we can help people learn the game.
Title: Re: Server: Wandering Nomads
Post by: Wanderer on April 20, 2012, 09:42:19 PM
Freed up the Shallows and got the unlock for Coral, there's a bit available now but someone should probably mine it.  I personally would like someone to mine up some sapphire for Ice Cross.  I think that may be the best defense against the living flames at the Overlord, but at the least I'd like a chance to try it at T5.
Title: Re: Server: Wandering Nomads
Post by: Hyfrydle on April 21, 2012, 06:38:20 AM
Hi if anyone playes the server would be good if you could get some more magma and charred amber so we can increase fireball and ball of lightening to tier 5. We really need to maximise our power before we take on the Overlord.
Title: Re: Server: Wandering Nomads
Post by: Wanderer on April 21, 2012, 02:06:01 PM
Wandering Nomads is brought up to 1.0 and is now at 16 player max.  Enjoy!
Title: Re: Server: Wandering Nomads
Post by: Oralordos on April 21, 2012, 03:45:01 PM
Well I just wandered around for a while. I unlocked the two ingot types and got a couple of each. Now we can have ride the lightning.
Title: Re: Server: Wandering Nomads
Post by: Wanderer on April 21, 2012, 04:17:34 PM
Well, I killed off the 3 ghosts in the overlord chamber (c'mon guys, clean up yer own mess...) and had a nice little brawl trying to use Ice Cross 4 to take out the living flames.  All I really did was kill all the platforms, so beware.

Hm, still need to find a way.
Title: Re: Server: Wandering Nomads
Post by: Wanderer on April 21, 2012, 05:42:34 PM
Overlord is dead, Hyfr and I finally popped him.
Title: Re: Server: Wandering Nomads
Post by: keith.lamothe on April 21, 2012, 05:44:15 PM
The Overlord is dead!  Long live the Overlord!
Title: Re: Server: Wandering Nomads
Post by: Wanderer on April 21, 2012, 06:04:07 PM
The Overlord is dead!  Long live the Overlord!

Heh, yeah.  Secondary key for the shields made ALL the difference there.  Splitting the living flame attack between two of us got them to a handleable level as well.
Title: Re: Server: Wandering Nomads
Post by: Coppermantis on April 21, 2012, 09:07:57 PM
Um. Is this intentional? I picked up a single enchant jar thingy and this happened.

(http://dl.dropbox.com/u/20222953/Images/Screenshot_2012_04_21_18_04_14.png)

Also, the server reported a fatal error while I was moving from continent 1 to 2.
Title: Re: Server: Wandering Nomads
Post by: tigersfan on April 21, 2012, 09:12:37 PM
That's a bug. Was this on wanderer's server?
Title: Re: Server: Wandering Nomads
Post by: Coppermantis on April 21, 2012, 09:23:38 PM
Yes. I picked up a single enchant jar and got all those enchants, except for the bottom row which I already had.
Title: Re: Server: Wandering Nomads
Post by: Oralordos on April 21, 2012, 09:29:53 PM
I thought that you were supposed to get all of those enchants. All of the enchant points had been gotten by all of the players, and when someone new comes on they get all of those enchant points and get all of the enchants they were supposed to have. The fatal error would be a bug though.
Title: Re: Server: Wandering Nomads
Post by: Coppermantis on April 21, 2012, 09:39:48 PM
I thought that you were supposed to get all of those enchants. All of the enchant points had been gotten by all of the players, and when someone new comes on they get all of those enchant points and get all of the enchants they were supposed to have. The fatal error would be a bug though.

This is what I thought may have happened as well. However, in the past, how it worked was that it would give you a new enchant every time you picked up a jar until your progress had gone from the bajillion percent to under one hundred percent, hence why I'm not sure it's supposed to flood you with enchants or not.
Title: Re: Server: Wandering Nomads
Post by: Oralordos on April 21, 2012, 09:53:27 PM
Quote
  • Improved handling of enchants when your enchant inventory is full:
    • Now when you pick up an enchant container that would generate an enchant but you don't have room, it displays a message that your enchant inventory is full, and you keep the points (it still won't display more than 100% progress due to previous requests that it not display nonstandard percentages).
    • If you have a big enough backlog of enchant points (probably due to having run out of inventory space, or from joining a multiplayer server after a while, or simply in multiplayer if other players have picked up a ton of enchant points since you last collected one), and have space for multiple enchants, and pick up an enchant container it will generate multiple enchants until the progress falls below 100% or you run out of room.
This was changed in 0.932.
Title: Re: Server: Wandering Nomads
Post by: keith.lamothe on April 21, 2012, 10:42:28 PM
Game: "Welcome to Environ!"  (boooop, boooop, boooop...)

New Player: "What's that sound?"

Game: "The Enchant Truck backing up."
Title: Re: Server: Wandering Nomads
Post by: Coppermantis on April 21, 2012, 11:10:16 PM
Ah, I see. Haven't been keeping up with the releases, makes sense.
Title: Re: Server: Wandering Nomads
Post by: Wanderer on April 22, 2012, 08:27:03 AM
I'm attaching the ArcenDebug and Unhandled errors files.  I'll reboot the server shortly.
Title: Re: Server: Wandering Nomads
Post by: keith.lamothe on April 22, 2012, 12:39:04 PM
I'm attaching the ArcenDebug and Unhandled errors files.  I'll reboot the server shortly.
Thank you for the logs, but oddly there are no errors in either one on the 21st.  And there are a few "ability rejected" messages on the 20th but the game doesn't do the "fatal error" notice on those.

So I don't know what's going on, unless Coppermantis actually encountered this on the 19th, the server's OS clock is some number of days off, or the error somehow never made it to the log.
Title: Re: Server: Wandering Nomads
Post by: Wanderer on April 22, 2012, 02:12:31 PM
I definately had an unhandled exception error displayed on the server's screen, which was mostly covered by the interface but was basically the one about the game's going to die soon, restart.  Very odd.

I'm sorry I didn't think to capture it this morning.  I hadn't slept yet and wasn't thinking very straight.
Title: Re: Server: Wandering Nomads
Post by: Wanderer on April 24, 2012, 05:19:52 AM
Nomads crashed today, I don't know when.  Anything anyone who plays on the server can tell us to help us locate when the error generated would be helpful.

I've reset the server.
Title: Re: Server: Wandering Nomads
Post by: Wanderer on April 24, 2012, 11:21:55 PM
Bounced the server to clear the server fatal due to someone hanging out in the ocean.

Guys, c'mon, stop chillin' in the ocean till the next version, 'eh? :)
Title: Re: Server: Wandering Nomads (SERVER DOWN)
Post by: Wanderer on April 25, 2012, 04:05:37 AM
As noted on the thread title, I've permanently taken the server down until a patch is released.  This server has a persistant problem in that a character, at this time whom it is remains unknown, is in the ocean.  This is combined with an unexpected error locating characters during mission expiry, to be fixed in the next patch.  The server cannot stay up without encountering a fatal error, thus, I'm taking it down for my sanity.

Wandering Nomads will be re-awakened for 1.001.
Title: Re: Server: Wandering Nomads
Post by: Wanderer on April 26, 2012, 08:21:28 AM
Server is back online with 1.001 as promised.
Title: Re: Server: Wandering Nomads
Post by: Wanderer on April 27, 2012, 10:15:20 PM
1.003 upgrade completed.  Updating front page once we know if the Overlord will STAY dead this time.
Title: Re: Server: Wandering Nomads
Post by: keith.lamothe on April 27, 2012, 10:18:14 PM
1.003 upgrade completed.  Updating front page once we know if the Overlord will STAY dead this time.
Did the overlord come back after save/load or something like that?
Title: Re: Server: Wandering Nomads
Post by: Wanderer on April 27, 2012, 10:32:59 PM
1.003 upgrade completed.  Updating front page once we know if the Overlord will STAY dead this time.
Did the overlord come back after save/load or something like that?

No, he went negative hitpoints.  SERIOUSLY negative, like -250k.

On server reboot he reset to normal, and well, we're having a bit of an interesting time killing him off.
Title: Re: Server: Wandering Nomads
Post by: Wanderer on April 27, 2012, 11:12:19 PM
It's dead Jim, Continent 3.
Title: Re: Server: Wandering Nomads
Post by: Wanderer on April 27, 2012, 11:21:00 PM
FYI: I won't be on much, if at all, for a while.  I'll check the forums and etc but I'm most likely not logging in to play.

If the server needs something, make sure to post it here so I know and can bounce it or grab a zip or whatnot.  If you need a quickie 'xyz' from the admin, I can do that too, but no, I'm not handing out the password.  Ever.

To be honest I'm not sure if I want to continue to play this game heavily, but it might just be burnout from putting in a lot of hours on it over the last couple of weeks, so I'm taking a break and seeing where it goes from there.  I won't take out the server on y'all though, it'll stay up until there's little to no population on it even if I do fade out.  It's pretty lightweight to keep online in the background and this PC rarely if ever shuts down anyway.
Title: Re: Server: Wandering Nomads
Post by: Wanderer on April 28, 2012, 01:09:29 AM
Sorry guys, bluescreen crash.  Server's rebooted after deleting the lock.dat.

I have no idea what the gamestate was on crash, but I know the cause WASN'T AVWW... Railroads! and its limited memory got stupid.

Posting new mantis suggestion as well due to this.
Title: Re: Server: Wandering Nomads
Post by: Wanderer on April 28, 2012, 03:03:32 AM
I feel blessed!  I got my first griefers!  Thanks guys!

MY SERVER.  Playing or not, I'm not dead.  Come on by, I haven't gotten to flex my authority enough. :)
Title: Re: Server: Wandering Nomads
Post by: Wanderer on April 28, 2012, 07:05:24 AM
Keith/Chris: There's some long term players on my server that I'd like to hand over ban player rights to without handing them the keys to the kingdom.  Any chance that could be arranged?
Title: Re: Server: Wandering Nomads
Post by: keith.lamothe on April 28, 2012, 10:00:52 AM
Keith/Chris: There's some long term players on my server that I'd like to hand over ban player rights to without handing them the keys to the kingdom.  Any chance that could be arranged?
Sure; I'll put it on my list.  Dunno what that's going to translate to timewise, but y'know ;)
Title: Re: Server: Wandering Nomads
Post by: keith.lamothe on April 28, 2012, 10:01:13 AM
And how exactly were those dudes griefing?
Title: Re: Server: Wandering Nomads
Post by: Wanderer on April 28, 2012, 01:44:31 PM
And how exactly were those dudes griefing?

Oh, being putz's on chat, nothing significant.  Cursing people out, shouting, saying the game sux go play Sim city, that kind of crap.
Title: Re: Server: Wandering Nomads
Post by: Wanderer on April 29, 2012, 03:45:28 AM
Server is bounced, at 1.005 now.
Title: Re: Server: Wandering Nomads
Post by: Wanderer on May 02, 2012, 03:29:29 AM
Hm, my PC apparently rebooted sometime between 7 and 12 PM.  Well, it's updated to 1.007 and is online again.

Oddly, server boot-up speed took a bit on the first relaunch, not entirely sure why.  Well, might just be post-update blues, we'll see if it's consistent.  Will update the primary board.
Title: Re: Server: Wandering Nomads
Post by: keith.lamothe on May 02, 2012, 12:56:16 PM
Just in for 1.008:

* Added new admin commands:
** grant_player_kick_and_ban_permission (followed by player number)
*** This gives a player account the rights to use the kick_player, ban_player, and unban_player admin commands without them having to use claim_admin_rights first (so they don't have to know the admin password, and you don't have to give it to them).
*** You still need to be really careful who you give this to, but you don't have to give them full access this way.
** revoke_player_kick_and_ban_permission (followed by player number)
*** Removes the permission given by the previous command (if it had been given).

Thanks :)

Also, in response to a different suggestion but I think you mentioned wanting something like this too:

** echo_list_of_connected_players
*** The server sends you a chat message listing all connected players (username and player number, same as displays if they chat).
*** This command does not require admin rights.
** echo_list_of_all_players
*** The server sends you a chat message listing all players (username and player number, same as displays if they chat), whether they are currently connected or not.
*** This command does not require admin rights.


Out of curiosity, what's the next admin-like thing on the top of your wishlist?  I don't have tons of time for these things, but when I slip an item into my todo list there's a certain chance of it actually getting done ;)
Title: Re: Server: Wandering Nomads
Post by: Penumbra on May 02, 2012, 02:15:48 PM
Out of curiosity, what's the next admin-like thing on the top of your wishlist?  I don't have tons of time for these things, but when I slip an item into my todo list there's a certain chance of it actually getting done ;)

I know this in Wanderer's thread and all, but I think I'll just butt right in  :P

Could we get a quick in-game "help" command? It would list all the available commands and, if they have settings, whatever they are set to.  Would be simpler to look at than the wiki + patch notes, and hopefully simpler for you to maintain, since it would be "automatic" (depending on how you implement it, which I would assume is the most efficient manner possible  ;) ).
Title: Re: Server: Wandering Nomads
Post by: Wanderer on May 02, 2012, 02:29:02 PM
Out of curiosity, what's the next admin-like thing on the top of your wishlist?  I don't have tons of time for these things, but when I slip an item into my todo list there's a certain chance of it actually getting done ;)
Rock on Keith, thanks.  To answer, I'm torn between two items. 

1) Mossy Barrels + settlement residents = griefer joy, I'd like a way to make dangerous background objects not be able to be brought into the settlement, or at least make everything in settlement utterly immune to background object damage.

2) An interface where I could see the settings applied to each user.  Right now I have no way of, for example, determining who I set to what.  I'd have to keep a seperate personal server log and we know those can be... well... prone to error.
Title: Re: Server: Wandering Nomads
Post by: KingIsaacLinksr on May 02, 2012, 09:21:05 PM
And how exactly were those dudes griefing?

Oh, being putz's on chat, nothing significant.  Cursing people out, shouting, saying the game sux go play Sim city, that kind of crap.

Glad they have so much time to do that. *sighs*

I need to remember to join your server more Wanderer, so busy these days X_X.

King
Title: Re: Server: Wandering Nomads
Post by: Wanderer on May 02, 2012, 10:16:48 PM
Alright, setting up players with ban_rights.

I'll re-iterate this in the front page but a warning.  Piss off a ban rights admin and you're SOL.  Don't bring a case here, don't whine at me.  I really don't have time to give a crap.  Find another server.

Mean?  Yes.  It's up front and honest though, so get over it.  So sorry, but I *do* have a life.  That life doesn't incorporate worrying about griefer's feelings. 

Play Nice.

The following players have been given Ban rights:
Chomper (#10)
Khadgar (#128)

Edit: Pardon, they will when 1.008 releases... *facepalm*
Title: Re: Server: Wandering Nomads
Post by: Wanderer on May 03, 2012, 12:25:34 AM
Out of curiosity, what's the next admin-like thing on the top of your wishlist?  I don't have tons of time for these things, but when I slip an item into my todo list there's a certain chance of it actually getting done ;)
Rock on Keith, thanks.  To answer, I'm torn between two items. 

1) Mossy Barrels + settlement residents = griefer joy, I'd like a way to make dangerous background objects not be able to be brought into the settlement, or at least make everything in settlement utterly immune to background object damage.

2) An interface where I could see the settings applied to each user.  Right now I have no way of, for example, determining who I set to what.  I'd have to keep a seperate personal server log and we know those can be... well... prone to error.

Another one, Keith, that'll probably have the server players thank you more than me.  I've got pretty much the best available broadband available to me that isn't business level of installation, and I lagged the hell out of the server apparently downloading a beta from Blizzard.  This is obviously not good.

I realize dedicated servers etc etc are going to fall prey to this, but any optimizations you can do in this regard would be very helpful.

Mind you, right now my broadband is stuck at around 0.7/0.28 mbps according to internetfrog, and that's just horrible.  Of course, I'm still downloading.  My average is apparently around 6.25/2.53 right now... which is still pretty sad.  What the hell is eating my bandwidth... (wanders off for a second).

Anyway, I don't have the necessary components on Vista that I'd usually use to dedicate a portion of the available connection to it on a professional server, unfortunately.  Honestly, though, I'm not really sure what, if anything, y'all could do about this one.

Note to server players:
If I'm online I'll usually check the chat log in the server window occassionally.  If things are wonky with lag or something shout out a few times, I'll see it eventually.

Please note the chat log only goes for about 2 pages before it's lost to the Aether, so if you don't see yourself in the chat log, then I won't either.

Also, the server will be taken down tonight due to personal reasons, I need to do a few things and it's probably better if you're not smacking your head on random hardware maintenance interferences and the like as well as me eating my bandwidth up.  I'll bring it back up in the morning, PST.
Title: Re: Server: Wandering Nomads
Post by: nanostrike on May 03, 2012, 01:19:19 AM
And how exactly were those dudes griefing?

The most popular ways of griefing currently are:

1) Abandoning Missions that other players are on (Typically when they're far into them)
2) Completing a crapton of easy missions in rapid succession to tier the continent up before players are ready (I've seen a determined group of Griefers get a continent from T1 to T5 in under an hour)
3) Going into an area that others will need to go to (Overlord Lair, Evil Outpost, only Ocean Shallows on the map, ect) and dying so many times that the area is overrun with Ghosts.
4) Using Glyph Transfer Scrolls to nab characters in the settlement (Usually players' "Backup" characters) and rename them offensive things/get them killed
5) Wasting Guardian Powers (Buoys in useless spots, Wind Shelters in bad areas, buff scrolls wasted, ect)


Hopefully this'll give the devs some clues on stuff they can potentially put in to reduce/stop this kind of stuff on servers.  Especially the first one.  Tiering up a continent before people are ready can almost be a game-ender.




EDIT: Also want to say that I love the Nomads server so far.  Difficulty is a little high for my tastes, but the players are nice and everyone seems pretty cooperative.
Title: Re: Server: Wandering Nomads
Post by: Wanderer on May 03, 2012, 02:35:33 AM
EDIT: Also want to say that I love the Nomads server so far.  Difficulty is a little high for my tastes, but the players are nice and everyone seems pretty cooperative.

On a side note about that, I've purposely NOT deactivated changing the difficulty.  There's two reasons for this.

1)  A number of older players were inspired to try to help newbies understand the game via the server.  Since we're on the 3rd continent (and growing) and that might end up wrecking newbies, I allowed for anyone on to be able to adjust the difficulty.  When I get on occassionally I check it and reset it to normal if someone's needed to do this.

2) Some players REALLY like a hard challenge.  If it's just them or one/two people, why shouldn't I let them play with it?  Same thing happens as above, I reset it to what I consider the server's defaults when I get on if there's a reason to.

BTW, if you're not alone (now that you can check) and you decide you want to do this, please doublecheck with anyone else online.  It's just courtesy... and having a Lieutenant fight go from 'meh whatever' to 'OMG WHAT?!' is kinda evil. :P

Keith:
About that server wish-list.  If I mocked up an interface I'd LOVE to be able to have as a server admin, would you guys be interested?  It'd basically end up just being some form of GUI to the command line interfaces.  I know, not as simple as I'd hope to implement, but is it even worth my wishful thinking? :)
Title: Re: Server: Wandering Nomads
Post by: keith.lamothe on May 03, 2012, 11:49:07 AM
2) Completing a crapton of easy missions in rapid succession to tier the continent up before players are ready (I've seen a determined group of Griefers get a continent from T1 to T5 in under an hour)

...

4) Using Glyph Transfer Scrolls to nab characters in the settlement (Usually players' "Backup" characters) and rename them offensive things/get them killed
5) Wasting Guardian Powers (Buoys in useless spots, Wind Shelters in bad areas, buff scrolls wasted, ect)
Will respond more later, but I wanted to point out that there are already admin commands to control the right to start a cp-increasing mission, the right to use glyph transfer, and the right to use guardian powers :)

Specifically:

    grant_player_guardian_scroll_permission,
    revoke_player_guardian_scroll_permission,
    set_default_player_guardian_scroll_permission,
    grant_player_glyph_transplant_permission,
    revoke_player_glyph_transplant_permission,
    set_default_player_glyph_transplant_permission,
    grant_player_increase_cp_permission,
    revoke_player_increase_cp_permission,
    set_default_player_increase_cp_permission,
Title: Re: Server: Wandering Nomads
Post by: khadgar on May 03, 2012, 02:25:43 PM
The following players have been given Ban rights:
Chomper (#10)
Khadgar (#128)

Oh, maybe I should log on your server more often!... And stop placing mossy barrels in the settlement.
Title: Re: Server: Wandering Nomads
Post by: Wanderer on May 03, 2012, 02:27:37 PM
Server is back up.  Downtime was happily eaten by my computer. :)

Also, as Keith pointed out, certain forms of 'standard gameplay' griefing can occur.  There's... well... not much I can do about that except lock 99% of people out of the game.  What fun would a server be if you couldn't do world missions for mission only materials, or drop wind-shelters with guardian scrolls?

Yes, they can do it.  It's just something you have to muddle past.  Though that is an idea for an mp server, double or triple the # of surface missions you need to do to advance the continent tier.  It would allow all the disparate personalities time to keep their spells up to snuff and help to keep the continent from flash-forwarding into T5 during *normal* play.

Griefers are gonna grief, not much you can do about them.  I'm talking normal let's have some fun kinda play.
Title: Re: Server: Wandering Nomads
Post by: Coppermantis on May 03, 2012, 05:33:53 PM
Are the second continent NPC Names supposed to be really, really wierd?
Title: Re: Server: Wandering Nomads
Post by: Wanderer on May 03, 2012, 05:49:46 PM
As far as I know, they're all pretty wierd, but I wouldn't have put it past someone bored enough to decide to rename the colony.
Title: Re: Server: Wandering Nomads
Post by: Coppermantis on May 03, 2012, 07:03:27 PM
All the skelebots are named "EXTERMINATE ALL HUMANS" and I saw another human with the name "I HAVE A VERY VERY VERY VERY VERY LONG NAME". Got a nice laugh.  :D
Title: Re: Server: Wandering Nomads
Post by: keith.lamothe on May 03, 2012, 08:35:59 PM
All the skelebots are named "EXTERMINATE ALL HUMANS" and I saw another human with the name "I HAVE A VERY VERY VERY VERY VERY LONG NAME". Got a nice laugh.  :D
Yea, that's not griefing, that's just humor ;)

Notes I've added on my todolist (not very close to the top, but it's on there) :

- make shrapnel not happen in settlement (preventing mossy griefing)

- add permission for abandoning mission

- add echo for all permissions
-- one way listing each player, then each permission for that player
-- another way listing each permission, then each player with that permission, then each player without that permissions


As for the mockup on your dream for a server UI... eventually, but right now I want to focus on the top priority things, kinda one-by-one.  I also want to make the server interface really stinkin' awesome, but time availability is pretty low right now (between dealing with the fire hydrant of gameplay feedback, and working on some AIW tomfoolery on off hours).

Anyway, it sounds like either people are having fun, or are being eaten by the game.  Either way, sounds good :)
Title: Re: Server: Wandering Nomads
Post by: Wanderer on May 03, 2012, 09:50:00 PM
Server is bounced to 1.008

Previously announced ban permissions are activated.

And I now need to visit my second continent, that's hysterical. :)
Title: Re: Server: Wandering Nomads
Post by: khadgar on May 03, 2012, 10:14:32 PM
All the skelebots are named "EXTERMINATE ALL HUMANS" and I saw another human with the name "I HAVE A VERY VERY VERY VERY VERY LONG NAME". Got a nice laugh.  :D

That was me, from a few days ago testing rename NPC functions.
Title: Re: Server: Wandering Nomads
Post by: khadgar on May 04, 2012, 09:24:39 PM
I got my character lost at sea this afternoon while fiddling around with deep sea ports. I'm perma stuck, unless you jigger my coordinates in the world.dat file. Not that it's important, given how little I play, but it would be nice to have the option.
Title: Re: Server: Wandering Nomads
Post by: keith.lamothe on May 04, 2012, 09:56:30 PM
I got my character lost at sea this afternoon while fiddling around with deep sea ports. I'm perma stuck
That would be kind of a bug :)  Is it in mantis?
Title: Re: Server: Wandering Nomads
Post by: tigersfan on May 04, 2012, 10:59:55 PM
I got my character lost at sea this afternoon while fiddling around with deep sea ports. I'm perma stuck
That would be kind of a bug :)  Is it in mantis?

I think that one's fixed now, as of 1.009.
Title: Re: Server: Wandering Nomads
Post by: Wanderer on May 04, 2012, 11:07:11 PM
I got my character lost at sea this afternoon while fiddling around with deep sea ports. I'm perma stuck, unless you jigger my coordinates in the world.dat file. Not that it's important, given how little I play, but it would be nice to have the option.

It would help if I had a clue as to how to do that.
Title: Re: Server: Wandering Nomads
Post by: khadgar on May 05, 2012, 02:20:02 AM
Yes, I am freeeeeeeeeee!!! On all 4 servers I was stuck in the ocean on, I safetly teleported back to continent 1. Thank you!
Title: Re: Server: Wandering Nomads
Post by: Wanderer on May 05, 2012, 02:45:31 PM
1.010 is uploaded.
Title: Re: Server: Wandering Nomads
Post by: keith.lamothe on May 05, 2012, 02:50:40 PM
Yes, I am freeeeeeeeeee!!!
Am I the only one who was connecting the dots of
"Human-possessing entity rampaging across the world"
"Entity trapped and sealed deep in the ocean by strange forces"
"Entity can still expel others from the world"
"Entity breaks free after passage of time"

Usually the next part of the story is pretty ugly ;)
Title: Re: Server: Wandering Nomads
Post by: khadgar on May 06, 2012, 07:04:10 PM
I will build a death-star out of platforms, crates, light orbs, moon lamps, a few bear traps, and other miscellaneous detritus I find around the world.
Title: Re: Server: Wandering Nomads
Post by: Zacharyne on May 07, 2012, 06:48:49 AM
Anyone having trouble logging into the server?

Command prompt in the top right corner says "Connected", but it just sits on the server list menu.
Title: Re: Server: Wandering Nomads
Post by: keith.lamothe on May 07, 2012, 08:46:28 AM
I will build a death-star out of platforms, crates, light orbs, moon lamps, a few bear traps, and other miscellaneous detritus I find around the world.
The laser could be a problem (or a full-time job), but I figure a mechanism that drops a few thousand mossy barrels would suffice for the destruction of a planet.
Title: Re: Server: Wandering Nomads
Post by: Jayne_Cobb on May 07, 2012, 09:47:57 AM
As I'm relatively new to the multiplayer and fresh on the server, I'll just support
the building of a death star with gathering resources for the villages on the continents,
and upping the tiers, so the overlords don't get the idea to build one of their own.

If there's any special resource gathering to do, I'm glad to help,
even if it's not for building a death star. ;-)
Title: Re: Server: Wandering Nomads
Post by: Wanderer on May 07, 2012, 04:40:36 PM
Anyone having trouble logging into the server?

Command prompt in the top right corner says "Connected", but it just sits on the server list menu.

People seem to be getting on just fine.  Are you still having trouble?
Title: Re: Server: Wandering Nomads
Post by: Wanderer on May 07, 2012, 04:42:02 PM
On a side note... Wanderer #320, errr, LOL.  Really dude? XD  Please note I'm Wanderer #1 for any future reference or silliness this person might bring.  I see no reason to heavy hand it unless he starts trying to pretend he owns the server or something.
Title: Re: Server: Wandering Nomads
Post by: keith.lamothe on May 07, 2012, 06:03:32 PM
On a side note... Wanderer #320, errr, LOL.  Really dude? XD  Please note I'm Wanderer #1 for any future reference or silliness this person might bring.  I see no reason to heavy hand it unless he starts trying to pretend he owns the server or something.
Maybe I need to add an admin command for teleport_player_to_overlord or teleport_player_to_bottom_of_ocean ;)
Title: Re: Server: Wandering Nomads
Post by: Wanderer on May 08, 2012, 05:08:42 PM
Had to bounce the server due to another 0/negative hit point main boss not dying.
Title: Re: Server: Wandering Nomads
Post by: Wanderer on May 10, 2012, 12:34:58 AM
Server bounced to 1.013.
Title: Re: Server: Wandering Nomads
Post by: nanostrike on May 10, 2012, 02:15:07 AM
Any way I can get Glyph Transfer permission on the server?  I like to run have a couple characters that I switch between and being stuck to one is pretty limiting.


Also, I wasn't saying that the griefing stuff wasn't already being taken care of by server settings.  I was just posting the griefing that I'd seen on random, not-permission'd up servers.  Overall, griefing in the game isn't too bad, seeing as how it's Co-Op and all, and most rewards/enchants are shared.

Most of the "Griefing" I see is completely unintentional: A player wants/needs something in a mission for a spell and ends up kicking the continent up a tier before anyone is ready.
Title: Re: Server: Wandering Nomads
Post by: Wanderer on May 10, 2012, 10:50:48 AM
Any way I can get Glyph Transfer permission on the server?  I like to run have a couple characters that I switch between and being stuck to one is pretty limiting.
No, the idea being that noone can take the survivors that others are counting on out of the encampment.  Sorry.
Title: Re: Server: Wandering Nomads
Post by: Wanderer on May 10, 2012, 09:01:29 PM
Server bounced for a version update.  1.016 is active.
Title: Re: Server: Wandering Nomads
Post by: Wanderer on May 14, 2012, 11:57:06 PM
Heh, not sure how long the server was down while I was on vacation but my guess is the entire time from my reboot logs.

Since apparently noone was concerned about it however, I'm going to let Wandering Nomads drop.  If anyone wants the world file to continue hosting it we'll figure out a way to get it to you.
Title: Re: Server: Wandering Nomads (Closed for now)
Post by: 7foot_sativa on May 15, 2012, 12:45:59 AM
I remember your server had about 8 or 10 unlisted achievements, do you know what you did to get them?

Will you move to another server and play there?
Title: Re: Server: Wandering Nomads (Closed for now)
Post by: Wanderer on May 15, 2012, 01:32:05 AM
I remember your server had about 8 or 10 unlisted achievements, do you know what you did to get them?

Will you move to another server and play there?

Clueless as to the achievements. There were over 360 players on WN by the #'s counts, though I'd say there were 40 actives or so.  I should mention part of the reason I started the server was to allow for MP testing through Beta as well as my own amusement, so it's possible some of those were from Beta.

No, I most likely won't continue to play.  I've gotten my money's worth out of the game and there's other things I'd prefer to play coming out, of which two are Warlock and Diablo III, and I want to get back into AI War.
Title: Re: Server: Wandering Nomads (Closed for now)
Post by: keith.lamothe on May 15, 2012, 11:06:38 AM
Warlock
Let me know how that one is; I've been looking for a modern Master of Magic for... a long time.  I helped make one (a clone, not a new game) for a few months, though that never finished.

Anyway, many thanks for the testing help with AVWW :)
Title: Re: Server: Wandering Nomads (Closed for now)
Post by: Wanderer on May 15, 2012, 02:01:44 PM
My pleasure.  I did enjoy AVWW, I should mention.

Warlock is a 'wait for the patch' game right now.  Sooooo much potential, it's got just enough bugs to be a little frustrating, but the core experience is still a lot of fun.  There are things that seem goofy at first play and others that make a lot of sense.

Really, my best recommendation is grab a Demo and give it a whirl.