Posts by Juggernaut

A new update is now available, introducing seasons and more!
Latest hotfix: 0.8.0.1 (2024-12-20)

    When I built my Unity server, I intentionally used a known phrase for my seed name, so I could easily replicate the world on a test server.

    However, re-using the same seed name does not yield the same world. :( I believe it just used some random seed instead of name listed but did not DB record what seedID it used.


    My DB seed entry is also empty.

    so ive got the plugin running on my own server, the log file over 24h got to about 800kb i really don't think there's a problem other than the log file been spammed with the event, ive messaged red51 to see if there is a way we can remove that message, its not even needed in my opinion.

    Thanks yahgiggle. I did another test, 300KB in 20 minutes. The log file will vary in size depending how busy the server is. the 20 minute test had 3 players on at same time. Sometimes I may have 10+ on at same time. Java days we had over 25+ on at same time, frequently. The issue will be exacerbated once many more portals are down and more players are connected, triggering thousands of events, filling the logs with irrelevant data and taking up space (not to mention other plugins as they are released).


    red51

    yahgiggle I understand your point. But the log file will increase to 5GB+ if i left server running all day (is my point).

    It literally spams the event 200+ times per minute (literally), that is not normal, sorry. Open server console and take a look, it FLOODS it, and that was just one portal and one player on at the time.

    yahgiggle server log still gets flooded with:

    [Java] Trigger Java event: net.risingworld.api.events.player.PlayerChangeBlockPositionEvent@59d1bf7

    [Java] Trigger Java event: net.risingworld.api.events.player.PlayerChangeBlockPositionEvent@53328c71

    [Java] Trigger Java event: net.risingworld.api.events.player.PlayerChangeBlockPositionEvent@305e6a73

    [Java] Trigger Java event: net.risingworld.api.events.player.PlayerChangeBlockPositionEvent@2cfb2640

    [Java] Trigger Java event: net.risingworld.api.events.player.PlayerChangeBlockPositionEvent@41d4d28b

    [Java] Trigger Java event: net.risingworld.api.events.player.PlayerChangeBlockPositionEvent@6429fc4

    [Java] Trigger Java event: net.risingworld.api.events.player.PlayerChangeBlockPositionEvent@450c608d

    [Java] Trigger Java event: net.risingworld.api.events.player.PlayerChangeBlockPositionEvent@30b0874a

    [Java] Trigger Java event: net.risingworld.api.events.player.PlayerChangeBlockPositionEvent@57974b5d

    [Java] Trigger Java event: net.risingworld.api.events.player.PlayerChangeBlockPositionEvent@453942d4

    [Java] Trigger Java event: net.risingworld.api.events.player.PlayerChangeBlockPositionEvent@63174af6

    [Java] Trigger Java event: net.risingworld.api.events.player.PlayerChangeBlockPositionEvent@57291b09

    [Java] Trigger Java event: net.risingworld.api.events.player.PlayerChangeBlockPositionEvent@3a096f12

    [Java] Trigger Java event: net.risingworld.api.events.player.PlayerChangeBlockPositionEvent@35a9a565

    [Java] Trigger Java event: net.risingworld.api.events.player.PlayerChangeBlockPositionEvent@6c3009dc

    [Java] Trigger Java event: net.risingworld.api.events.player.PlayerChangeBlockPositionEvent@735ea600

    [Java] Trigger Java event: net.risingworld.api.events.player.PlayerChangeBlockPositionEvent@25e3686

    [Java] Trigger Java event: net.risingworld.api.events.player.PlayerChangeBlockPositionEvent@7a242925

    [Java] Trigger Java event: net.risingworld.api.events.player.PlayerChangeBlockPositionEvent@16b6b154

    [Java] Trigger Java event: net.risingworld.api.events.player.PlayerChangeBlockPositionEvent@10de6b24

    [Java] Trigger Java event: net.risingworld.api.events.player.PlayerChangeBlockPositionEvent@634795bf

    [Java] Trigger Java event: net.risingworld.api.events.player.PlayerChangeBlockPositionEvent@3871e5f3

    [Java] Trigger Java event: net.risingworld.api.events.player.PlayerChangeBlockPositionEvent@1b6edfb8

    [Java] Trigger Java event: net.risingworld.api.events.player.PlayerChangeBlockPositionEvent@788a00ba

    [Java] Trigger Java event: net.risingworld.api.events.player.PlayerChangeBlockPositionEvent@27bf9879

    [Java] Trigger Java event: net.risingworld.api.events.player.PlayerChangeBlockPositionEvent@10d6bf00

    [Java] Trigger Java event: net.risingworld.api.events.player.PlayerChangeBlockPositionEvent@7da831bd


    Had to uninstall. Log grew to half a MB in less than 5 minutes of testing

    Quote from Red_Baron
    Is the plugin supposed to be constantly updating every player's position in the server console? It seems to be causing the server to use a lot of CPU/RAM.

    yes but this shouldn't use much processing power or ram, have you got the information showing the difference of before and after the plugin is used, ive looked on my computer and see no performance hit at all, or spike in cpu/ram usage

    I'm not so concerned about the CPU/RAM usage, I'd be more concerned w/ SQL DB lockups AND additional network load on the server.

    This will increase as more players are connected simultaneously, calls fighting for read/write via SQL express will occasionally lock the DB, sometimes indefinitely if under HEAVY load (preventing world saves). Your java DP plugin often does this when many are handling doors at the same time.


    Suggestions:

    Make player's position update ONLY when near a portal (e.g. 10x10 bock area) to reduce SQL / Network load on servers.

    Easy portal customizations using in game dial menu (dif colors/animations, effects (including invisible), labels, from a creative/immersion/admin perspective).

    Sound effect whilst teleporting and another only when standing close to portal for added immersion perhaps? Could also include a screen effect while 'warping'? :)


    Thanks for working on this, yahgiggle

    Looks promising yahgiggle. but I do not see any settings nor a way to adjust permissions. on a server with many players portals will be littered about everywhere in no time, with no way to remove them vs uninstalling the plugin. will be used by griefers unless proper settings and ability to limit it's use. just some thoughts. e.g. griefer makes portal in starting area, destination will over a chasm, griefer waits at bottom to collect loot from bodies whilst laughing maniacally. :D

    Gillwin I agree, mostly use commands vs dial menu as well. Unity version however lets you be alot more precise with the set commands you are used to (setp setl setr etc) .. can now go as low/precise as 0.0001 where java was only down to 0.01. also try f8 sometimes (in creative), you may like that, great easy addition for some quick edits (missing a couple of options though but good for texture/color/shape changes and such). once you learn the new additions, aside those you don't prefer (dial menu), you will find even less building restrictions, can get much more detailed. all the old java techniques still work, among many other new ones to be discovered (like surface edit -- most shapes have one side that can edited/manipulated to form very unique shapes. Also texturescaling (can resize the texture to create amazing effects/patterns unique from the default texturescale of '1' for each object (e.g. texturescale 0 will make metal objects chrome-like/ultra reflective ... and every combination in between 0 - 0.001 - 0.01 ---> 10 (before the texture starts to get blurry). There is one texture, forget which ID, when you set the texturescale to 30 or above it gives a lava lamp type of look, where it will distort and change effects depending on what distance you are looking at it from .. really affects the tone of the texture you are working with to get the effect you may want (amazing what comes up when trying different values and each texture yields some amazing effects)

    Thanks for the update red51 !

    Quote

    [New] Added new music tracks

    Been playing for the past hour, and we are only hearing the standard music tracks we all know and love in the shuffle.

    It's not playing any of the new tracks we are anxious to hear lol. Also can we get some music control as well? (play, skip etc)

    What happens if you try to hit a dead player or animal with your pickaxe? Does the game recognize the hit, or do you just hit the ground beneath the body then?


    Does your character collide with the dead body? What happens if you try to walk over the body, does it actually have some "mass" (i.e. does it feel like a heavy object, so you can't just walk through it)? Or can you push it away with ease?

    lozzy101 can you elaborate on these questions? red51 yes it happens on dead animals too, the 3dot menu never comes up to loot. Everything else seems to work fine however, just looting bodies. Never seen anyone else having this issue, even remoted into her PC to check a few things. Very weird indeed.

    Quote

    The handling for this is basically the same as if the player tries to break the door with a pickaxe... does the open state really matter in this case? 8|

    Is the player able to break doors in protected areas by just using the pickaxe or any other tool?

    Just open doors, not closed ones. Destroyed objects privs set to false.

    Unlike RW-Java server - which stays up even if Internet or steam service goes down, Unity Server will shut down after 8 connection attempts. This inhibits LAN play, also prevents server from coming back online when steam connectivity is restored:

    Establishing connection...

    [WARNING] [03:36:11] [STEAM] Server connection failed! k_EResultNoConnection (attempt: 1, still retrying: True)

    [WARNING] [03:36:45] [STEAM] Server connection failed! k_EResultNoConnection (attempt: 2, still retrying: True)

    [WARNING] [03:36:45] [STEAM] Server connection failed! k_EResultNoConnection (attempt: 3, still retrying: True)

    [WARNING] [03:37:02] [STEAM] Server connection failed! k_EResultNoConnection (attempt: 4, still retrying: True)

    [WARNING] [03:37:20] [STEAM] Server connection failed! k_EResultNoConnection (attempt: 5, still retrying: True)

    [WARNING] [03:37:46] [STEAM] Server connection failed! k_EResultNoConnection (attempt: 6, still retrying: True)

    [WARNING] [03:38:26] [STEAM] Server connection failed! k_EResultNoConnection (attempt: 7, still retrying: True)

    [WARNING] [03:38:53] [STEAM] Server connection failed! k_EResultNoConnection (attempt: 8, still retrying: True)

    [WARNING] [03:38:56] UNABLE TO CONNECT TO PLATFORM: STEAM

    [WARNING] [03:38:56] UNABLE TO CONNECT TO PLATFORM: STEAM

    [WARNING] [03:38:56] UNABLE TO CONNECT TO PLATFORM: STEAM

    [WARNING] [03:38:56] UNABLE TO CONNECT TO PLATFORM: STEAM

    [WARNING] [03:38:56] UNABLE TO CONNECT TO PLATFORM: STEAM

    [WARNING] [03:38:56] Exit (1)

    red51 I've been helping lozzy with this issue. Cannot identify what is causing it and only person I know who has this issue.

    Specs: Ryzen 5600 | GTX 1050 Ti | 1440x900 native resolution | Windows 11 Pro | 8GB Ram

    the round circle - 3 dot icon does not come up nor can she access body inventory. interesting enough, the icons for benches and all other objects work. Just the body inventory 3 dot icon never comes up with her own body or animals. Holding F on body does not work.

    things we tried. Fresh install of Rising World. Latest Nvidia driver. Enabled maximum performance mode enabled. 60Hz refresh monitor and 75 Hz (monitor max) same problem. She averages 70 FPS on medium settings.

    Tried single player game, problem exists there as well (eliminating server or MP issue).

    Disabled GeForce Experience overlay and Steam VR overlay -- no dice.

    re-checked integrity of game files, all clear, no fault found.

    I tried running 1440x900 on my personal PC to see if it was a resolution/render issue, works fine for me.

    We are at a loss. Can you think of anything else that may cause this?

    if your BP has land it will only rotate 90 degrees at a time, because land is locked to the grid. recreate your BP and exclude land if you want precise rotation.

    Quote from yahwho
    I think the @pm player echo is broken again :drunk:

    Echo? You mean the sound effect? :wat:


    Sound works, it just does not record 'echo' what you sent, so all you see in the pm conversation is what is sent to you, not what you sent (confusing to many who think it was never sent, or remembering what you sent if they are afk and their reply is delayed).

    Thats weird :wat: Does it work if you add a validate to the command?

    working fine now. The same happened with the word gen update. Clients updated 1st via their steam client, steamCMD on server didn;t see the update until 1hr later or less. Steam issue I tink. thank you!

    EDIT: red51 SteamCMD finally allowed the server update to pass through. All fine now, thank you!!!

    We've released a hotfix btw! We found a potential workaround for the crash some users were experiencing. Please let us know if issue still persists! ;)

    Apart from that, this update also fixes a few smaller things. It's necessary to update multiplayer servers accordingly.


    Hotfix 0.6.0.1 (2023-03-02):

    • [Bugfix] Fixed crash that occurred on some machines (need feedback)
    • [Bugfix] Primitive knife now also works when gutting animals
    • [Bugfix] Fixed nearby workbenches not being detected in crafting menu
    • [Bugfix] Fixed error that occurred when loading a world while a sapling in inventory was equipped

    red51 updating server with app_update 339010 -beta unity in SteamdCMD does not seem to work with the hotfix (worked fine for the initial update). Ideas?