Useful to know
Posts by yahwho
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Going on the specs you have a nice workstation there spunky
P.s. yes WIFI is defo for mobile devices! Can't beat a cable!
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These severs are running on different machines, on different subnets but with same external IP.
I did ask a few players if they could see the server on their list - they said they could see it(!) I definitely couldn't see it. I tried both with player count and alphabetical listing (and a couple of client restarts). After changing the server visibility boolean setting back on my test server and rebooting everything (including the routers) the server reappeared on my list.
Thinking about it, it's probably as you say Red - a networking issue with lost UDP packets.
Upshot is everything is working as expected. . . So, if it's not broken don't fix it!
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Or leave them both visible with the same name. That's what I've done. I always connect to my test server via IP.
There's no way anyone outside can connect to it as it's outside the DMZ.
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Danks angriff
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Having said that, just because something is hard doesn't mean its not fun!
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I've have been trying with what we have already (I will persist). Just more direct methods would make it easier!
I'm currently working on some basic flocking behaviour for chickens. Super still in the kitchen code
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- It would be really nice if there were a mechanism where we could code AI behaviours for the npcs. I was thinking something along the lines similar to that of robocode (http://robocode.sourceforge.net/docs/robocode/). I've looked at the database for npcs and I see there is stuff in there for hunger and thirst etc. . .
- It would be really nice if there were a mechanism where we could code AI behaviours for the npcs. I was thinking something along the lines similar to that of robocode (http://robocode.sourceforge.net/docs/robocode/). I've looked at the database for npcs and I see there is stuff in there for hunger and thirst etc. . .
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0.0.7
The server now operates on a mixed mode PVP and PVE.
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Thanks Red. It was the in-game list. I can see it too now - phew!
I think I know what was causing it
I have two servers running here. One is the main public one running off Windows 2012 the other is my local test server which runs locally on my workstation (not always running). I discovered when I run my test server people could see the name of the test server in their (ingame) server list - even though when they connect to it they actually connect to the 2012 server (clearly as the WAN routing is setup that way). I didn't want the test server to be visible so I changed (on the test server):
It appears that by doing so on my test server it removed my main server from the list too
. I've changed it back to true now and renamed my test server to have the same name as my public one. No one will ever know
All seems fine now! I assume as the servers are on the same external IP and same port it confuses Steam even though their internal LAN configurations are totally separate.
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I can see it in favourites but not on the main list.
Can anyone else see it on the list - Medieval Realms ?
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I would think that method is for when a player attacks a NPC.
The event would (I assume) return which player was doing the attacking.
But I agree - can't wait till we get more danger with NPCs - skeleton warriors or bandits in dungeons!
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I don't see it on the link you provided. . .
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Thanks Red!
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Hi,
Can someone tell me how I would get a chunk position using event.getPosition() ( being as though there is no event.getChunkPosition() in the onPlayerCreateBlueprintEvent event method).
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The event object is local to it's parenthesis so no need to rename it.
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Thanks Angriff, I may have to do that, was hoping there was a remove items call but if the only way is to replace the stack, replace the stack it is.
(and no not remove - subtract item count. e.g. stack 64 -> 62)
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