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Alloc

Fun Pimps Staff
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Everything posted by Alloc

  1. Less off-topic than a lot of other posts in here Actually tried updating to 1.0 some time ago but as a lot of stuff changed in how the coordinate system works and I didn't want to spend too much time at that point I didn't follow it through to the end. Still gotta get that done at some point, 1.0 has some major improvements, especially the pin handling.
  2. Well, if the world was started with the mod already in you can simply use the game's visitmap command. If the world was started before adding the mod than the world might have areas explored that aren't yet on the map and those would most likely not be added with visitmap alone (not sure right now though), in that case you'd have to run rendermap afterwards but that would take a loooot of time then.
  3. Has never been part of this mod but the core game. Was a mistake it was enabled in the public build in the first place though
  4. Other than it taking a moment it shouldn't have any negative impact at least. Could have some positive effect, but can't say how much it would help with that
  5. Hm, yeah, seems like the component doesn't register any resizing of the area it uses so fails to use it when it gets bigger. Will have a look if this can be fixed. Sounds like a good idea, added to my list. That's just what the game says about them (and kinda ok imho as those are actually attacking you). Yeah, that's been in there for a while now and even already had a ticket Just never got around to it. There's still a lot of work to be done on the web page. Not exactly sure if this can be achieved as it would have to have a fallback if you don't have any custom icons. No idea how this would work for the current setup Hm, if it takes this long I suppose it found a bunch of stuff to clean up (and that won't hurt ).It shouldn't do this every time though, only if running it only every few hours or so if a lot of stuff has happened. But yeah, a simple uptime command won't hurt either. As Prisma put out one for this already I'll only add that to A17 vanilla though.
  6. No, it's just the version of the scripts. But it even tells you to run with --force to be sure ... Anyway, update the scripts and you should be good.
  7. Sorry, hadn't been forwarding in some time, thought I already had that in Will put out a new build later / tomorrow that reads that header.
  8. Huh? No idea what you're talking about... the game's been using Steamworks (i.e. the Steam API) since as far back as I can remember. Possibly not right from the first versions of the game on Steam but certainly at least since like A6. So what are you referring here? ^^
  9. Nope, as far as I'm aware references in .NET referring to things of other libraries do so by exactly specifying what assembly they belong to (optionally even with version numbers and then even those would have to match).
  10. Actually the mod has always been using UTC, just JS didn't know it when reading it Added the missing "Z" to the time now. Nope, it's part of the mod so this is the thread for it Technically yes, but not sure if that's going to happen. This whole thing is still targeted as an administration interface, end-user support by permission levels is just a minor additional feature of it Will put it on my list though, as soon as there's a DB (wouldn't really work properly without one after all) in the backend I'll think about it again. Hm, never looked into how the heatmap works but this definitely should be possible. Actually like the idea. On my list
  11. The update. First though please update the scripts again (also with --force as you're probably running an intermediate version of 109 already) and see if that already helps.
  12. I only see an INFormation line there, no error. So no issue Error in a command from Coppi's mod -> error in Coppi's mod obviously He already fixed it though as far as I'm aware.
  13. That's what I kinda feared ... run with --force for now.
  14. "It doesn't work" will never get you any help (Windows isn't the problem here though, most 7dtd servers run on Windows) Just someone probing your server for certain paths, nothing special. Reminds me though that I should probably disable that output, doesn't really serve any purpose other than debugging
  15. Yeah, cron files have to be root.root for security reasons, otherwise they aren't executed. With root.root though it should really work. Have you checked that it's still not executing after an hour?
  16. Yeah, "as" is ok (Not applying in this speicifc case) Though if the casted value is not used (e.g. for adding to a list) I'd still recommend using just "is" as I suppose the actual cast will still increase the cost
  17. That will give you exceptions all the time, most likely impacting performance (you can't just cast everything to EntityEnemy, that's not how casting works ). Btw, that bug (as well as a bunch of other stuff) is fixed in the latest release.
  18. If it's you who proposed that feature ... how can it be cool?
  19. Can you check what permissions / owner the cron file has?
  20. What little icon? No idea what you're talking about ^^ Not that I would know of anything like that.
  21. It's a change in the game that needs a recompiled mod. I'm going through my list of tasks today (most likely) and hope to get a new build out, at latest til friday.
  22. Sorry, not sure what you're asking for here? You mean a legend for the colors and text labels on POIs?
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