Posts by beders

    Ok, got it working with the dedicated server files and the Steam client connecting to localhost.
    I can also debug the dedicated server from the plugin project and set breakpoints, yay!
    (I can provide instructions for IntelliJ if desired).


    Thanks for your help!

    Thanks a lot! That's what I was looking for.
    Not sure how to start the game with the JDK since I'm using the steam version, but I'll check the forum for that. I'm sure someone has documented that.
    Thanks again!

    The patch node of the latest release are saying:

    • [New] Plugin sourcefiles can be compiled "on the fly" and will be loaded directly from your project folder
    • [New] Added command "reloadplugins" to reload plugins during runtime (also added permission)


    I guess I'd like to see more information about that very useful feature. Otherwise you would have to compile your plugin, deploy it to the game, start the game, check if the plugin works, which can be a rather long cycle.
    If - however - the dynamic class loading works, development will be easier.


    (In the best possible scenario I'd love to attach the debugger to the running game and use breakpoints to step through things, which I understand might not be possible)


    And to answer your question, a resource/plugin.yml is in place. Not sure what projectinfo.txt is though.


    Thanks!

    Hello there,


    first of all: Impressive work you guys have done with Rising World and the Plugin API in particular.


    I've tried to create a plugin directly inside the game's directory (C:\Program Files (x86)\Steam\steamapps\common\RisingWorld\plugins in my case)
    and I'm wondering about the correct directory structure to make use of the new 'reloadplugins' feature.


    I assumed, the game would look inside plugins/Guestbook/src and compile all files in there and then use a new classloader to reload the class files,
    but I wasn't able to get that to work.
    Any hints?


    Thanks,
    Jochen