a plugin would be the better idea
Yep I was thinking along those lines too either a prefix or a postfix
P.s. I think we all await your god like plugin skills
a plugin would be the better idea
Yep I was thinking along those lines too either a prefix or a postfix
P.s. I think we all await your god like plugin skills
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 Anyways, upshot is I would rather this than a DDOS.
Just a thought, how can we prevent someone impersonating another user?
That's great! I have just started my plugin and was using the username as a unite a unique ID. Updating to getUserID() shouldn't be a problem! And I've had many people ask if you can change username.
I suspect to protect again the DDOS attack IP ranges have been blocked, of which we unfortunately fall within.
I restarted Steam and now im in
Yep same here this morning.
Awesome great API really getting me back into coding!
Thanks noci I'll give that a go soon. I've been somewhat sidetracked with linked lists at the moment ( admittedly it may be overkill but I'm trying to think long term )
Here is my test method for this.
Now, when I kill a NPC (with an axe, if that matters) in game the log shows:
Which implies it's not an instance of a Player object?
Hi! Me again! I hear the groans!
I'm testing the event methods with a system output line and believe I've stumbled on a bug? Here is my test method:
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.
However, it appears that projectile weapons such as the musket and crossbow do not invoke this event method resulting in the console output:
Great thanks for that Red, I'm checking out the javadoc now - very nice I must say! The possibilities!
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
Do you have a PayPal donate page anywhere Red? I'd like to buy you a beer!
Thanks for the reply Red. Yes it's very strange. Tell you what, I will try rebooting the OS and trying again. I'll then provide the server log as well as any other info I think could be of any help.
I feel like the guy on the left
Agh! Still no joy.
So here is my MedievalRealms plugin folder which contains my MedievalRealms.jar plugin file show in the following server tree.
Here is my YML file called plugin.yml which lies in the resources folder within my packages src
Here is my java file
I've also attached my compiled MedievalRealms.jar file.
On my desktop I've extracted my MedievalRealms.jar file alongside an extracted copy of ConnectToTS.jar
I've gone though all the files and structure and it look as far as I can tell identical?
But when I start my server with MedievalRealms.jar inside my servers root/plugins/MedievalRealms/ directory diddly squat happens?
If I type in reloadplugins in my in game console I get: WARNING: ERROR OCCURRED WHILST RELOADING THE PLUGINS!
Okay, so as a test, I removed my plugins folder and restarted server and typed in reloadplugins again, same thing happens WARNING: ERROR OCCURRED WHILST RELOADING THE PLUGINS! along with the (looping) error that I get in the log
at io.netty.channel.AbstractChannelHandlerContext.invokeChannelRead(AbstractChannelHandlerContext.java:362)
at io.netty.channel.AbstractChannelHandlerContext.invokeChannelRead(AbstractChannelHandlerContext.java:348)
at io.netty.channel.AbstractChannelHandlerContext.fireChannelRead(AbstractChannelHandlerContext.java:340)
at io.netty.channel.AbstractChannelHandlerContext.invokeChannelRead(AbstractChannelHandlerContext.java:362)
at io.netty.channel.AbstractChannelHandlerContext.invokeChannelRead(AbstractChannelHandlerContext.java:348)
at io.netty.channel.AbstractChannelHandlerContext.fireChannelRead(AbstractChannelHandlerContext.java:340)
at io.netty.channel.DefaultChannelPipeline$HeadContext.channelRead(DefaultChannelPipeline.java:1359)
at io.netty.channel.AbstractChannelHandlerContext.invokeChannelRead(AbstractChannelHandlerContext.java:362)
at io.netty.channel.AbstractChannelHandlerContext.invokeChannelRead(AbstractChannelHandlerContext.java:348)
at io.netty.channel.nio.AbstractNioMessageChannel$NioMessageUnsafe.read(AbstractNioMessageChannel.java:93)
note: I have not tried installing any 3rd party plugin incl. the ConnectToTS.jar one
I'm trying this now - yep that doesn't do anything either entering /ts into chat comes up with "unknown command"
The file ConnectToTS.jar lies in this directory D:\Rising World\server_0.9.2.1\plugins\ConnetToTS\
Daniel your mod looks top notch! Just read through and looked at the screenshots. I hope this mod hasn't been discontinued. Some of your mods are indeed better than the default graphics. Really love the night sky one and the leaves with bug holes!!!!
Just thought I'd mention here my server also has appeared twice. In did at one point try and run two servers from my physical server. I created a second mysql database and configure the second server to run from this database with the same server name with "test" in the name and a server password (and a separate port). When I tried to run it it Java something on the lines of address already in use. Admittedly I gave up then. But since then as I mentioned my original server is listed twice. The duplicate would be nice to remove for OCD reasons
If you need to upload a screenshot you can use something like imagebin.ca and link it here.
Stick with it though! Rising World is an awesome game!
And the Dev (Red) is a top guy, as you can see from his direct reply.