Jump to content

Alloc

Fun Pimps Staff
  • Posts

    1,538
  • Joined

  • Last visited

  • Days Won

    21

Everything posted by Alloc

  1. Thanks dmustanger, I think we currently get enough data already but I'll keep your offer in mind
  2. Thanks Gups, but this one is really about higher populated ones mythan got a PM, schwanz will get one in a few sec. It's about basically the whole server, not only a few DLLs. You can still try if you want. Really wonder though if they give you full access how many security issues they have per month
  3. But that's where all the fun is ... starting over again Ok, maybe not as often as you might reset Nope, server side only. Compatible with everything there is, it's just to gather some server data. Would have to be a text entry to get other branches, as well as allowing to specify the branch password. Doubt they support that. If you got *full* write access to the whole engine folder, yes. Again doubt they allow that as you could basically upload whatever program you want and run it on their servers in that case That would indeed be an option that we actually didn't think of so far. Though getting data from an actual live server that's stressed with normal gameplay might be better. So I'd still prefer that option if anyone is willing to do that (given the above limitations in running on Windows and full access in terms of files)
  4. Thanks for the offer, won't work out though as that's another part I missed to state So, to recap: Anyone with a high-pop server (I'd say 20+) who could do a little testing for us? Server has to be running Windows (Unity limitations again ... ) and under your control, i.e. you have to be able to download a different Steam branch.
  5. Lonestar got a PM, won't mind if more people want to help though Just noticed I forgot one important restriction: Server has to be running Windows (Unity limitations again ... ).
  6. Anyone with a high-pop server (I'd say 20+) who could do a little testing for us?
  7. It's a title, move your mouse above the time and it will show as a tooltip (that's why there's a dashed line below now ).
  8. Wrong location: They have to go to SDTD_BASE/hooks/<name of hook>/<any name>.sh for global hooks that apply to all instances SDTD_BASE/instances/<name of instance>/hooks/<name of hook>/<any name>.sh for local hooks for a single instance SDTD_BASE is whatever is set in /etc/7dtd.conf, by default /home/sdtd. When you were running it manually you probably also didn't pass in an instance name, that's why it took the "sayplayer" as parameter 1.
  9. Thanks, found and fixed, update later today.
  10. Actually [:f] would've been enough This won't work though as soon as a real IPv6 shows up. Proper one would be "[a-fA-F:0-9.]" for the whole match.
  11. No, sorry, didn't have time for that stuff yet. Yeah, thought about that before as my welcome message also appears too early Will have a look, could be A16 only though. As schwanz9000 already replied that's not possible, as the data is simply a representation of all parts of the map that have been uncovered. That's part of the scripts, not the mod Anyway, the monitoring script is simply a bit strict on that part so it can't handle the IPv6 format. Will do an update today.
  12. Yes. Even running the "fix" directly won't hurt, you just won't know if there was anything to actually fix. Will add that output for A16 though. @schwanz9000: Thanks for the detailed report, hope we'll be able to repro it
  13. The command isn't part of my mod (it was for like a version or two because I didn't get it in the game in time) but the actual feature was always part of the game Also it's not meant as the big "all-time tool" but rather a band-aid for as long as we don't have that fully fixed. Proper reports of how those issues come up in the first place would be way more useful than just adding in "better" versions of such a band-aid. Btw, you don't need to run the fix command against every coordinate, just one coord out of a chunk is enough (e.g. the coord used when running the check).
  14. Could you guys please stop randomly posting stuff in here? This thread is about the mod, not the game in general. Nope, nothing like that in yet, but that sounds like a good idea For those silly people that can't do mod7 in their head? Not sure if I want to support those peasants ;P Added it.
  15. @Lonestarcanuck: As zigstum already pointed out that instance shutdown stuff is Linux Bash scripting, nothing within the game. You can definitely get something similar done on Windows, just don't ask *me* how @Guppy: I actually don't really feel like adding stuff for something that's not even (officially) in the game yet
  16. As I said opening the inventory will definitely come to the player list. No idea what else to add to make that checking easier for you though.
  17. @thomtree: The player list is meant to become more powerful, currently it's obviously not of that much use @Lonestarcanuck: My /tp /sethome /home commands don't store anything at all as I don't have such commands.
  18. Argh, sorry, wanted to get it out this sunday but then we spontaneously went on a trip ... Should be up within the next hours.
  19. So, what is it this has to do with my mod? If you just want to know how this mod works: It's using the game's official mod API.
  20. We're talking about software here ... so yeah, of course it's "possible". But requires a lot of core rework, I doubt that's gonna happen soon.
  21. Nope, same as with giving stuff: We can't modify the player inventory from server side.
  22. Ok, correction on my previously stated requirements: "free fully embeddable managed-only DB solutions for .NET" Looked at that one before as SQLite obviously is a very widespread one for embedding but officially they don't even have Linux/OSX packages (even though it might just work with dropping the native libs for those in). Just noticed though that Mono has its own SQLite wrapper which is even shipped with Unity so that might work after all. Still not as flexible as e.g. a triple store
  23. Kinda For your "what killed who" event it's not relevant, but for the general stats talk that's been going on here lately. As well as other logging (like maybe player tracking) or configuration stuff. I don't want to have to put a thousand random things in flat files
  24. Yeah, that's actually one of the five thing's I got opened here Was looking for something ideally more flexible though, like BrightstarDB. Unfortunately that one is .NET 4. It's not an issue on my end but the runtime, i.e. Unity's Mono which is limited to 3.5
  25. Yeah, stats are basically summed up events. Problem is with storing that stuff, I'm still looking for a good data store solution (not a lot of free fully embeddable DB solutions for .NET to choose from it seems and I don't want more custom binary serialization or ♥♥♥♥ like that ). As for dmustanger's reserved thing: Whatever is accessible in code can in theory be used. In the end for players that should probably be about everything the game knows about (e.g. what you can see in your UI menus while playing). Added for the next release. instead of "location=DONE" it will be "SHOWINVENTORY DONE" though.
×
×
  • Create New...