Nope, still happening
Posts by yahwho
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OK, I've reduced the chunk lifespan, let's wait and see.
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Chunk loading happens after the authentication process though?
I'll give it a go but I do think the problem happens further upstream from this.
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Hi Juggernaut
The allocations are already higher than the default settings.
Settings_ChunkLifeSpan=2400
Database_InMemory=True
Plugins_Memory=16384
The players are connecting (that's what happens up to 10%) but are not being authenticated. This does not happen all the time, it can happen a couple of times a day, or be fine for days on end.The server resouces are at 1% CPU and 8% RAM. I don't think resources are an issue
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Yep, it's not that (though that has happened before), the logs are still rolling, you see players connect and then disconnect before [AuthenticatePlayer]
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Hi red51 , will it be possible to add extra info into the logs for when the new update comes out?
MR still gets 10% loading errors. The only fix is to restart the RW server.... which always works until it strikes again
(so it's not like I have to restart the OS or reboot a router).
We get the
:::: SERVER: CLIENT X CONNECTED (0.0.0.0)
:::: SERVER: CLIENT X CHANGE STATE (Uninitialized -> Connected)
PlayerAuthRequestReceived (Player, UID, 0.0.0.0)
But instead of getting next bit...
[AuthenticatePlayer] - [TIMESTAMP] - UID Player [DATA]
We get...
[ENET SERVER] Client X disconnected (0.0.0.0)
This seems to happen totally randomly. I've got Wireshark waiting now for the next time... but I'm not convinced that will shed more light...
Has anyone else had this 10% load issue for players? It's becoming a real pain.
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Very nice yahgiggle 👌
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Hi, not sure if this has already been posted.
I've seen a fair few players mention that when they dismount from a horse (particularily if the horse has only just stopped) that they are instantly killed.
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Do you still want the player to be able to interact with the npc, so only the rendering is turned off with the invisible setting?
As noci said, if there is an option for both that would be great.
Certainly would need the interaction event available.
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Hi red51 being able to set an npc to invisible in conjunction with this would allow for some very cool stuff to happen
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Small addendum: The next update will also introduce a new attachTo() method for game objects (including volumes) - this can be used to attach a game object to an existing player or npc, so it will automatically follow the player/npc in a performance-friendly way with no jitter or delay
(of course such a method also provides many more possibilities, like adding new headgear to a player or npc etc)
Amazing 👏
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Bandits!!!
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It's that time of the year again!
Happy Star Wars day all!!!
May the Fourth be with you!
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and also spawn animals
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I mean, also, the very first post in this thread tells you all this and more...
But thanks for the feedback, maybe things need to be a made a little more foolproof.
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There's also nowhere to find how many coins you have
This information, on how many coins you have, along with a lot of other information has been available pretty much since day one. Also, the introduction text when you first join the server, you know, the text that says in bold red writing "important you need to read this" tells you exactly how to see the below readout screen as well as how to earn crowns etc.
I can't really help you if you don't read the information provided room6675 😅
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Hi everyone!
Development updates for Medieval Realms may have been a bit quiet recently. 🤐
But I can let you know I'm up to BIG plans! 😉
I'm currently working on a medieval folklaw will-o-the-wisp fully-autonomous addition to Medieval Realms.
This update will bring you an AI-enabled will-o-the-wisp to MR.
Although I don't want to spoil too much of the suprise...
Here's a tiny sneak peak 🤫
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Great news
I'm assuming we would be able to do post processing on the rendered scene and *then* add UI elements that are not effected by the PP?
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