Posts by james1bow

    it looks like the methods to update the area3d position do not work. not sure of the impact on performance but removing them is the only way i could get it to work.


    What exactly are you trying to do? if i understand you want to show the selected area after the tool is disabled? if so use Area3D.


    Java
    //assuming you already the the Area data(start/end positions)
    Area3D area3d = new Area3D(area);
    area3d.setAlwaysVisible(true);
    player.addGameObject(area3d);

    bring medpacks and start in summer and you can ride a horse swimming to the arctic.

    Thats how we got snowflake there, as soon as you're about to die fromt he cold, hop off the horse, take a medpack, back on the horse and keep going.

    Took us about 3 medpacks.

    Bring a campfire for when you arrive, you'll want to warm up.

    before the update i was messing with some bridge type stuff. would be more of a dock structure but when you got to the end it would tp you to its adjoined bridge. prefabs are "kind of" broken since the update. you now have to manually assign the textures, this adds alot of unneeded file handling and code that would just need removed later.

    and to set the weather (untested since a few updates ago).


    Java
    public void setWeather(String newWeather){
    WeatherDefs.Weather newWeatherDef = Definitions.getWeather(newWeather);
    Server.setWeather(newWeatherDef, false);
    }

    you passing your output the instance of the weather def and not the weather name.


    Java
    public void weatherTest(){
    WeatherDefs.Weather def = Server.getCurrentWeather();
    String weatherName = def.name;
    println(weatherName, 14);
    }

    Just to avoid misunderstandings: the game does not spawn new threads or something like that. It just creates a new JNIenv pointer everytime you access an API method from a new thread (that was not created by the game). It's a waste of resources ofc and could also result in other issues, so it's definitely a more serious bug.


    Unfortunately there are no more hotfixes planned, but I'll prepare at least a hotfix for the server which fixes this bug, would that work for you? The next regular update (which also contains the fix) should still be ready this year :)

    whatever works for you. I've added a sett8ng for now to disable multi threads in my plugin so really no rush. AS long as its not really creating hundreds of threads lol.

    i have been working on a rather large plugin and i NEED to implement threading. i have been driving myself crazy with an issue tho. it seems to me that if i create a new thread the API creates hundreds of new threads. i have done some testing and i dont no think it is my code. any input would be helpful.


    Java
    // Init player method
    public void initPlayer(Player player){
    if(rpCore.getConfig().getDevConfig().getMultiThreadEnabled()){
    Thread initThread = new Thread(new InitPlayer(rpCore, player, rpCore.getConfig().getDevConfig().getMultiThreadEnabled()));
    initThread.start();
    }else{
    new InitPlayer(rpCore, player, rpCore.getConfig().getDevConfig().getMultiThreadEnabled());
    }
    }



    Java
    //ps.debug method
    println("[RPCore/PlayerSettings]" , 9);
    for (Map.Entry<String, String> entry : settings.entrySet()) {
    String key = entry.getKey();
    String value = entry.getValue();
    println("\t "+key+": -> "+value, 14);
    }


    logs to show what i think is an issue

    Threaded threaded console output.txt

    NON-Threaded non threaded consol output.txt


    Again it may be me but o do not believe it is.