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alanine

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  1. Drop this into the index.html - between the <head> and </head> to refresh every 10 minutes: <meta http-equiv="refresh" content="600"> Further usage, and and explanation at https://en.wikipedia.org/wiki/Meta_refresh
  2. Until Alloc can get around to this, I posted a practical solution: https://7daystodie.com/forums/showthread.php?30360-Adding-the-in-game-time-to-Alloc-s-Map-Mod
  3. Dear lord, those instructions have gotten outdated fast. I will update them now. In the mean-time, yes, there is just a "Mods" folder, now -- no longer the additional .dll to worry about. So sorry
  4. For your website, Alloc, I can see a login area but not a registration page. You have previously referred me to this when making a suggestion / request -- wondering if this is still your preferred platform? If so -- how to register? Thanks!
  5. Was the whisper / pm command removed intentionally? edit: I see now these require the "Mods" folder. Thanks so much for your efforts!
  6. Sorry, I figured I would save my breath, in case it wasn't needed; Simplistically, a sleep between the commands in that simple while command will allow them all to succeed. see below.. So, this initially indicates to me that perhaps some sort of chat buffer was added, maybe to reduce spam. This was corrected, when you said nothing notable had been adjusted. What makes me believe that this is a problem, is that the commands/messages are not simply held for a determined amount of time, and then sent in chunks, following this "buffer" restriction. They will simply come rolling in all at once. So.. To re-iterate, on a simplistic while command, only the first two commands will make it through. (Mentioned chat buffer?)However, once something interacts with the chat, those delayed messages all come rolling through, irregardless of that prior insinuated 2-message maximum. The number of messages that get pushed through, before waiting, can infrequently vary, although typically it is all of them -- again, making this issue seen very non-logical. Since the update, I have been able to reproduce this response across many game servers and scripting methods/environments. While this cannot be reproduced under general usage, sending more than two commands in rapid succession seem to suffer from this oddity.
  7. Update: Appears there is a reasonable work-around, and since this isn't an issue for general usage, perhaps not as notable of an issue as originally thought. However, the issue appears to be nonsensical, which may indicate something else could be worth fixing.
  8. @Alloc - Sadly, it is also for "say". This perhaps may mean it is out of your domain. If it helps, I can send the PHP script which will demonstrate the error issue. It will clearly show the script has finished processing, and sent the expected commands - while allowing you to see them continue to trickle into the console, long after the script has finished and stopped processing.
  9. Hey boss, Chipping in from the Cloud-based Server Manager -- here is what I'm seeing. Prior to Alpha 11.5, things worked fine and lightning quick. However, now with Alpha 11.5, it appear that PM's sent in rapid succession appear to experience some sort of 'buffering'. --------------- Consider the following: The /wallet command - responds only a single PM. It remains working 100% of the time, without fail. However, the /money command responds with a list of the top 10 richest players. This amounts to 10 separate PMs being sent. However, in Alpha 11.5 - only the first two list items will ever get sent upon command entry. After the first two are sent, the remainder will "wait" for anything else to interact with chat - be it a player, or console command. As soon as something interacts with the chat, the following 8 list items come piling through. The same applies for other commands which use more than two or three PMs. ----------------- Now, you have suggested that increased server load may be the issue, but this is definitely not the case with the CBSM. See my logic: The /money command does all the processing at once, and then begins to send the results in a simple WHILE statement. So, if there was a resource issue, the initial two list items would never have made it so lightning quick. ----------------- Additional notes: #1 On both LAN, and various other test servers: There is a 5% - 20% failure rate (specifically the tail-half) with a simple: while(i < 100 ; i++) { send pm } Sending blank help commands to flush this 'buffer' seems to assist, and will eventually obtain a success rate closer to 100% #2 When the commands/PMs are stuck in this buffer/limbo - they do not appear in the Telnet console, even though the script that sent them has stopped processing. As usual, once something interacts with the chat, they flush through and appear in Telnet at that time. Perhaps this is helpful. Thanks for your efforts!
  10. Hello, First off, a big thanks for your work! In your list entities command, a dropped item will appear - with it's co-ordinates - but no actual information on what item it is, or how many. This information could be used for a variety of purposes -- most valuable of which that I can see, is player trading; without the use of modded game-files. There are several really cool functions that I could use this information for, within my server manager; should it ever become available.
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