Posts by yahwho

    No, most of steam servers are available as anonymous (no account needed). so no need to install steam and give credentials to install them.

    Thanks for clarifying botchikii, it is an old article I'm reading.


    I did say I was often mistaken ;)

    Are you sure the steam dedicated server can be downloaded anonymously? im getting "failed to install app 33910 <no subscription>" I want to try and avoid installing steam on my server if possible as I want all the resources available for the server.

    From what I've read (so far) you need a steam account to run a steam server, and the account needs to be different to that of the one you play with otherwise you won't be able to play on your own server. The "server" steam account doesn't need to have any games associated with it though. It doesn't look like the steam server has that much of a footprint on hardware resources. Still reading but I thought I'd share what I understand so far. Please do correct me if I am mistaken! ( I often am :rolleyes: )


    Edit: it's an old article on hosting a counterstrike source server I'm reading. It does look like there is maybe limit on server slots too. I.e 32 players.

    Ops skim read too fast (my mistake)! But that still doesn't stop anyone not on the reserve list. :/


    Edit: maybe a plugin is in order 8) Anyways, upshot is I would rather this than a DDOS.

    Here is my test method for this.


    Now, when I kill a NPC (with an axe, if that matters) in game the log shows:



    Code
    Loaded Worldpart (v3) from cache: -1 - 0 (129ms)
    < < < < MEDIEVAL REALMS > > > > Player Spawned. . .
    < < < < MEDIEVAL REALMS > > > > NPC Death Event called. . .
    < < < < MEDIEVAL REALMS > > > > NPC killed by an object
    < < < < MEDIEVAL REALMS > > > > NPC was NOT killed by a Player
    NPC (ID: 131) deleted!

    Which implies it's not an instance of a Player object? :huh:

    Hi! Me again! I hear the groans! :P


    I'm testing the event methods with a system output line and believe I've stumbled on a bug? Here is my test method:


    Code
    @EventMethod
    public void onNpcDeathEvent(NpcDeathEvent event) {
    System.out.println("NPC Death Event called. . .");
    }


    I spawned a bunch of pigs, and started to slaughter them (I know the vegans are screaming out - trust me it was all done humanly!).


    I tested the following weapons, [war hammer, long sword, small mace, mace, morning star, small battleaxe, pickaxe, axe, stone-axe, sword] all worked fine and I saw the following in the console.




    Code
    NPC Death Event called. . .
    NPC (ID: integer) deleted!



    However, it appears that projectile weapons such as the musket and crossbow do not invoke this event method resulting in the console output:



    Code
    NPC (ID: integer) deleted!

    Just one more question :)


    Does this method require a repaint call? The welcome message doesn't show up when entering the server, but if I type "reloadplugins" I see the Welcome message twice.


    I shall begin perusing the javadoc :)

    Restart didn't help (worth a shot).


    What I find odd is that I do not see something like:


    Code
    D:\Rising World\server_0.9.2.1\scripts


    In the log, I expect I should see something like:



    Code
    D:\Rising World\server_0.9.2.1\plugins

    somewhere.

    Files

    • 1517589277.log

      (57.18 kB, downloaded 380 times, last: )