Project Zomboid

Project Zomboid

Physiks MP Player DataSync Optimizer
243 Comments
CSMK | PhysiksTV  [author] 20 Jul @ 10:58pm 
Try changing where you load it, if you have it last, load it first, it cache animation and if you have alot of modded animations it may hinder the interpolation.
Gwainzy 14 Jul @ 8:30pm 
I play a modded dedicated server, we have this installed but players still teleport, run on the spot, cars stop in the road for others when really their still driving ahead. Getting the same multiplayer stuff happen as vanilla for us. Great work on making it though if it's helping others
Freddie Da Gamer 11 Jul @ 6:01am 
Is this made for the host option in the beginning of the game? I'm kinda confused if its for a actual server or just for hosting one. I want to play with my girl, but sadly i ain't to good with mod thingies. Sorry if the awnser is obvious but i can't really get it to myself lol
CSMK | PhysiksTV  [author] 6 Jun @ 8:27pm 
I appreciate the test. I did mention this is FOR ONLY DEDICATED SERVERS. There is a reason for that but i know you were testing it in case maybe, just maybe, it hits well. Much appreciated for taking your time to test it on a solo server. Thanks
Kr¡tZw!nG 4 Jun @ 12:00pm 
So after some testing, we did not get much results. I would even say that it hindered our experience as we were experiencing bugs we've never seen before (ex: items dissapearing). But know that I host my server via the game's hosting menu, we don't play on a dedicated server. We're also all from the same country. My guess is that this mod is best suited for worldwide dedicated servers. Thanks for your work though, I see that it works for others.
Alexrei 30 May @ 7:22pm 
This works for servers hosted from game menu option? or just dedicated servers
CSMK | PhysiksTV  [author] 22 May @ 5:08pm 
First.
Kr¡tZw!nG 21 May @ 9:17am 
Though I'd like to know which priority should this mod have in my mod list. Should it go last? First? Anywhere?
Kr¡tZw!nG 21 May @ 9:16am 
@CSMK | PhysiksTV I think NMC doesn't work with TLOU Infected, so today I'll try again, using only your mod. Me and my apocalypse buddies play at night (time zone UTC-3) so I'll likely tell you the results tomorrow at this hour
CSMK | PhysiksTV  [author] 20 May @ 7:12pm 
good ...versatile code :D
CSMK | PhysiksTV  [author] 20 May @ 7:12pm 
But its working good with TLOUO Infec?
Kr¡tZw!nG 19 May @ 7:35pm 
@Hak so far so good. They work well. The thing is, we're also using TLOU Infected, which for some reason doesn't work properly with No Mo Culling, and zeds end up despawning and stuff like that. So I'm not so sure how it would work with normal zeds
CSMK | PhysiksTV  [author] 19 May @ 5:44pm 
I mean no more culling for what I hear messes with Bandits spawning, as long as you done have that I dont see why this would hinder that mod. Solely because of how it handles zombies positions you dont see instancing combating its own instancing of textures > population of zeds. So you would have to try it, I dont because I use bandits. and most of my mods are to benefit the international connections we have as we are in Florida and even players in South Africa play here with minimal issues. So i try to cater to the connection optimization and data manipulation
Hak 19 May @ 9:04am 
@Kr¡tZw!nG whats the result with no mo culling
Kr¡tZw!nG 18 May @ 10:11am 
I'll test it today. Just to be sure, where do you think this should go in my mod load order? I play with ~250 mods
CSMK | PhysiksTV  [author] 15 May @ 7:08pm 
Just a mod! i have no idea if this will affect NO MO CULLING
Test it and let me know:D
Kr¡tZw!nG 15 May @ 10:28am 
How does this interact with No Mo' Culling? Do I need to install this manually?
CSMK | PhysiksTV  [author] 12 May @ 7:35pm 
I mean 12k DLs, Im sure it helps :D
Jenek 12 May @ 6:00pm 
It kind of does. There's a few finicky timings, but it's way better than what vanilla had.
Spades86 12 May @ 4:23pm 
If this works, you've single-handedly made this game viable.
Jenek 19 Apr @ 6:45am 
Alright thanks! I'll trust the backend system of the mod.
CSMK | PhysiksTV  [author] 19 Apr @ 6:38am 
I wrote a custom bit library it uses and is timed to.
CSMK | PhysiksTV  [author] 19 Apr @ 6:38am 
Uneeded as tuning mid game could lead to a huge desync requiring a server restart. Maybe I might but for OFFLINE changes only. Then start the server.
Jenek 19 Apr @ 6:35am 
Is it possible for configuration sandbox vars for fine tuning? Or... unneeded?
CSMK | PhysiksTV  [author] 18 Apr @ 9:10am 
Also to optimize it, I will have the data transmit OFF when no other players are in range to hear it, and use low quality from distance and higher quality up close! This will transmit less bandwidth when you need it most and easier data up close.
Ben_OnAir 18 Apr @ 9:09am 
oh that would be awesome! Also adding speaking ranges would be awesome for VOIP like in fiveM so you can whisper, talk, shout..
CSMK | PhysiksTV  [author] 18 Apr @ 9:07am 
Requires unfortunately a JAVA insert and mod. Looking into the coding of that plus a script. Also trying to add RADIO animation like FiveM when speaking with a headset in a radio and a radio effect of static ...a wav file i will have very low in the background of speech transmission via radio...so you know the difference.
Ben_OnAir 18 Apr @ 6:12am 
That's awesome what kind of features for VOIP are you planning to implement?
CSMK | PhysiksTV  [author] 17 Apr @ 9:41am 
Looking into it!
Ben_OnAir 8 Apr @ 3:44pm 
@CSMK | PhysiksTV
"My new mod will require this one for better VOIP!"
Are you working on a new VOIP system? I've been craving for that
CSMK | PhysiksTV  [author] 25 Mar @ 6:01pm 
No I have 48, smooth as butter. Depends on your server, settings and specs to get a good feel.
Refúgio Z 25 Mar @ 5:44pm 
On servers with more than 30 players, it causes lag issues due to too many player updates?
Handlebar 25 Mar @ 4:37am 
Got it. Will let you know how it goes! I would also make note in mod description to have it loaded first on a server.
CSMK | PhysiksTV  [author] 24 Mar @ 10:09am 
Yes.
Handlebar 24 Mar @ 7:21am 
I will check this out this evening, I've updated my server to the latest version.

My server is not mod heavy at all, less than 20 mods. No animation mods sans the "True sit".

You think loading this first would make much difference?
WitheringHex 23 Mar @ 7:37pm 
I appreciate the changes and adjustments you have made. Keep up the good work, and thank you for listening to the community!
CSMK | PhysiksTV  [author] 23 Mar @ 10:21am 
@handlebar

I heaer you loud and clear, after a successful test, i have pushed a more optimized state for this mod. All points mentioned have been worked on in this update in the changelog. Let me know it its MUCH BETTER, because we think so!
CSMK | PhysiksTV  [author] 23 Mar @ 8:46am 
Try running it FIRST in your mod order, if you have ALOT of mods, run it last. So it can pack custom animations like rp poses and whatnot.
CSMK | PhysiksTV  [author] 23 Mar @ 8:44am 
Are you running this mod first or last?
Handlebar 23 Mar @ 4:35am 
So I want to first thank you for making this addon, and increasing MP performance in B41. I've been using your mod for about a month or so.

I wanted to make you aware, for myself and the player who we added this mod on, is now experience more unloaded cells, desync with zombies (disappearing aswell) and overall objectively worse performance for us since the most recent update.

Again thank you for your time and everything you do.
CSMK | PhysiksTV  [author] 21 Mar @ 6:48pm 
Let me know!
ra1keNNN ム 21 Mar @ 6:19pm 
is this working on b42?
CSMK | PhysiksTV  [author] 21 Mar @ 1:30pm 
Over 7.2k of you enjoying this mod! I am absolutely HONORED. Thank you to all for your feedback!
CSMK | PhysiksTV  [author] 18 Mar @ 10:07am 
My new mod will require this one for better VOIP!
marshmallow justice 18 Mar @ 4:52am 
okay, sounds good i'll try it out again and see if it can replace forced sync+vehiclesync mp combo.

I couldn't use it before when the zombie system was introduced to this mod since the zombie clustering & hibernating would impact a lot of systems in place both vanilla and mod-introduced. But if that is gone then it should be great to try out again
CSMK | PhysiksTV  [author] 17 Mar @ 6:54am 
The old system is NOT in here. This is the ORIGINAL version polished and working great!
marshmallow justice 17 Mar @ 4:14am 
Hello, will love to try it again now that my group has a Dedicated Server running (which has alleviated vast majority of original lag and sync issues).

But its critical to know if the zombie adjustments on a previous patch affecting zombies is removed, to work with Wandering Zombies(!) and other zombie related content: "Zombie Hordes : Clusters zombies into tight-knit packs when players are far, hibernates them beyond 50m—saving server juice."
CSMK | PhysiksTV  [author] 16 Mar @ 6:03am 
Please rate if you love it!
CSMK | PhysiksTV  [author] 15 Mar @ 9:04pm 
Is the best version you all loved and i brought it back, better than ever.
RegularPlayer 15 Mar @ 8:36pm 
I had no problems with the new version