Posts by yahwho

    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 :/

    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... X(



    Has anyone else had this 10% load issue for players? It's becoming a real pain.

    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. :D:thumbup:


    Certainly would need the interaction event available. 8)

    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 👏

    I mean, also, the very first post in this thread tells you all this and more... :monocle:


    But thanks for the feedback, maybe things need to be a made a little more foolproof.

    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 😅


    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 🤫


    Great news 8):thumbup:


    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?

    Hi Red,


    When in game and you press the Esc key there is a pretty nice diffusion effect making the scene from the camera blury and the menu overlay on top.


    It would be really cool if we could call this from the API somehow and place our own menus on this screen 8)