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Alloc

Fun Pimps Staff
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Everything posted by Alloc

  1. Yeah, the marker popup is only created once. You will have to add the marker-popup-content code to the if-part with marker.getPopup ().setContent (...).
  2. Ah, no, sorry for the confusion, was just talking about the anon download Also, the server was running as real dedicated. Code wise there is almost nothing that shouldn't be running on the server, you won't see a big performance improvement on that end. Only generic improvements will affect that. Memory ... maybe a bit but I wouldn't expect more than like maybe a few hundred MB if at all. It's not like the server was loading the full set of textures or anything.
  3. Seems like I got that through sooner than I expected Seems like a useful page, thank you
  4. Should work fine, I have caching for the files disabled currently IIRC.
  5. Heh, why don't you try it? But yeah, should, besides the syntax errors in your string concatenation: [color="#00FF00"]"<br/>Position: " + val.position.x + " -1 " + val.position.z +[/color]
  6. Tried to repro (installed 13.7, added mod, started server, stopped server, updated to 13.8, started server), everything fine as expected. 6_8_12 with God Almighty's changes uploaded.
  7. Thanks for the note (especially for the MD5, that way I was able to be sure you didn't get any changed archive or anything from a third-party ). But essentially you are saying you updated the server, didn't work, reeextracted the mods-folder (so exactly the same files there as before extracting) and now it works? How should that be? Do you by any chance still have the logs of the server failing to start properly in between? Did it actually fail to start (or give any mod related errors) or was it just reporting the wrong game version to the clients? Silly question ... but are you sure you restarted the server after updating through steam?
  8. I mostly thought I'd get more done soon and thus waited with releasing it I'll upload it tomorrow (or later today if I find a free minute, getting visitors).
  9. Really no offense meant by my previous comment, as I said I never intended to make it not usable for commercial means. No reason to do so for a few little scripts Any preference between those? The renderer has nothing to do with the scripts at all, it's just a mod for the server. No idea to what extend that makes any difference for you / docker though We definitely plan to allow anon access at some point, but that might not happen until we finally have the time to make the dedi build really dedi only (unlike now where it basically is almost exactly like the client build). Could be sooner, could be later ... really no definitive timeframe currently. We never had it for anon access ... at least not within at least the past 1.5 years (think even longer ... not sure when I first looked into the Linux dedi stuff)
  10. @rentechd: Even if it works for you now ... can you give me some feedback on this? Shouldn't happen so something must be wrong (not necessarily on your end, that's why I'm asking ) @Rathlon: nope
  11. How do you install them? I.e. what files do you download (URLs), do you do anything else than extracting an archive to the game folder?
  12. Sounds like you are replacing the Assembly-CSharp.dll with some older version. There's no reason to touch that file though.
  13. So far no. I'm far from being a designer or anything like that so I have to search for fitting icons (both in terms of content as well as licensing) or it will end up ugly as hell Also: Wrong thread. Heh, just because you wanna use it for your own commercial product, right? ;P j/k, for this stuff GPL just doesn't make any sense to me either.
  14. Heh, interesting one More likely gonna go with Apache or BSD though There's no Linux specific code and thus optimizations (or for that matter for any of the platforms). So whatever is optimized will affect each of the platforms.
  15. Location has to be "x y z", e.g. "tele playername 500 65 -300". No commas, always give all three values. In your case you basically gave it just two parameters, first one being the player name and second one being "0,0". With two parameters the command expects the second one to be another player (name or id) and couldn't find any matching your input so that's why you got the error. No need to use the entity id (though mostly easier as it's shorter / no special chars etc). You can simply use quotes around the player names. What you're calling Telnet is just the TCP stream It's a text oriented command interface, but no Telnet, just plain TCP.
  16. Thank you for the thorough investigation. Only thing I'm really surprised about is the custom command with positive Y as even your direct command seemed to be fine and there's no difference who's executing a command. Starting to get the feeling there's some kind of problem between whatever tool you use for commands and the game in terms of delays or something. Yeah, won't hurt (Will be "entityid" and a JSON number instead of string though) Nope, not possible, server has no control over player inventories atm. Sorry, did not even get what you are trying to achieve Connect as in the command console? A player connection? Something else? Either way I probably won't be of much help as I never tried to connect to the game with a program so I don't have anything at hand to show you. If it's just the command console it should be fairly easy to find simple examples on the internet, it's just a simple TCP stream.
  17. Nice job Thanks for sharing, I'm quite sure a lot of people will find this post helpful. Code reuse: No idea, never worked with Docker so far so I don't know how much will be applicable there. Regarding the license: I haven't set any as I never know what I should choose Feel free to use anything of what I wrote however you want, it's meant to be there for others to enhance it if they want. If you have any explicit suggestion on what license I should put on the stuff (so there's no worries about it not stating any license) feel free to PM me. Regards, Chris
  18. As long as the used Y value is >= a hole in the world at the X/Z coords it should be just fine. Both ways it waits for the chunks to load, the difference comes after loading: With given Y it moves you to that height which could lead to you dropping through the world if there's no ground level below that (i.e. solid world to bottom). Also tested it myself again, both debug menu teleporting and "tele" seem to function exactly the same for me (as the code suggests too ).
  19. Interesting, gotta modify it so that it uses a different detection whether the user wants to spawn on ground or at a given vertical pos ... For now: Specify < 0 and you get on (highest) ground, >= 0 and you get to the exact given height (even if that would be below the top ground level). Btw, the code used for the tele command is *exactly* the same as when using tele with negative Y/height
  20. Yeah, sorry, forgot to update those Double quoting as mudfly showed is right. Quoting the command with single quotes as LHammonds did should work too but AFAIR shell variables don't get expanded in those (might be wrong on this one though ).
  21. Specifying how external commands work has to be figured out with the devs of those tools @schwanz9000: Did you also try using tele with negative Y? /EDIT: Did you make sure to update the fixes for A13? Commands mod should be at version 6.
  22. If you're talking about the game: Maybe for some commonly used stuff. But as we won't ever know what ideas people come up with we can't know before what parts they would need documentation for. Also won't be in the very near future as the code is still evolving. Of course it's possible to monitor interactions and then store the gathered information in an additional data store to look it up later on. But that's obviously quite a bit of work, especially as you'd have to patch the game's code to add hooks If you can get around EAC (currently no known way to do so though) you can get a lot of information from the game. But what ioScream supposed was server side anyway so it wouldn't help cheaters unless you were allowing them to access that data. Should only happen if you specify a value for Y which is below normal ground level. If you specify -1 or a value greater/equal ground level it should be all fine. Never had any issue with that since I did that fix for A13.
  23. Thanks, glad it's of help for you guys As LHammonds says: It's basically all possible already with bash scripting. Sending messages to the server is easily done with a single call to the scripts, an example can be found in the join-server hook example on the wiki. Of course this would all have to be tied together to form a solution for announcing the restart (if people are online) with optional countdown and then stop/restart the server. Not really top on my list though right now
  24. Bad idea, you would have to load all chunks, iterate over thousands of entries, do stuff with whatever you found and unload them. Ok, at least that's a good way to keep the server busy Also no, haven't looked into how to get spawn positions yet.
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