Posts by james1bow

    The first version of WTGPortal's is ready.


    This Plugin Is No Longer Being Supported.

    Portals 2.0 can be found here!


    You tube video here.


    To Use:

    Press the U key to open the menu.


    Placement/edit options:

    Name : enter a name and select the update button.

    Set Hidden: currently not used! in the future this will be used to hide you're portals from other's. (currently only your portals and public portals are visible to you).

    Set Public: allows the portal to be shown in the public portals list.

    Set assist: is used if you have a hard time being detected in the portal. i will try to improve this in the future.


    known issues:

    when a portal is deleted or the portal assist setting is changed the player has to log out and back in for changes to take effect.

    page number display not working.

    currently no setting file.


    Future Plans:

    multiple portal variations.

    portal tokens that will require crafting in order to place portals.

    public and private teleportation scrolls to be used when there is not a portal around.

    sound effects.

    setting file to limit placed portals as well as crafting recipe's for tokens and scrolls.


    To Install:

    extract the WTGPortals.zip to you're plugins directory.

    (tested and working in single player as well as dedicated server's)


    To Update current install:

    to update extract the most recent file and drag the WTGPortals.jar to you install folder and overwrite




    v1.1 update:

    fixed issue where you could teleport to a public portal but not from a public portal

    (if you can travel to a portal you can also travel from the same portal).


    v1.2 update:

    fixed background image to support compression



           



    Files

    • WTGPortals.zip

      (1.69 MB, downloaded 219 times, last: )

    I second this!

    Thanks for the log james1bow ! It looks like the PlayerKeyEvent isn't triggered correctly in multiplayer :wat: We will fix that ASAP! Other events should work fine though ;)

    Thanks you! i had had a lot more in there and removed it trying to figure out what was going on. That's why the initialized plugin variable was still there.

    .

    i have been toying a little with the api and have run across an issue. when using any EventMethods i get errors and it doesnt work when being used on my server. plugin works as expected in single player. sorry in advance if its just me!



    Files

    • error.txt

      (2.17 kB, downloaded 190 times, last: )

    For some reason the JVM could not be initialized :wat: Either the jvm.dll (in /Java/JDK/bin/server) could not be found (or the file is broken), or some dependencies are missing :thinking: The only dependency I could think of might be VCRedist... but maybe try to validate the server files first (just in case the download got corrupted ;)

    jvm.dll is there. i managed to get it working but i had to move the install back to C drive.

    [EXCEPTION] Unable to initialize JVM

    DllNotFoundException: Unable to load DLL '../Java/JDK/bin/server/jvm.dll'. Tried the load the following dynamic libraries: Unable to load dynamic library '../Java/JDK/bin/server/jvm.dll' because of 'Failed to open the requested dynamic library (0x06000000) - The specified module could not be found. (WinError:0000007e)

    at JIW.JNI.Wrapper.JNI.CreateJavaVM (JIW.JNI.Wrapper.JavaVM& vm, JIW.JNI.Wrapper.Env.JNIEnv& env, System.String[] options) [0x00000] in <00000000000000000000000000000000>:0

    at RisingWorld.PluginAPI.JavaRuntime.Init () [0x00000] in <00000000000000000000000000000000>:0

    at RisingWorld.Server.GameServer.LoadWorld (System.String worldname) [0x00000] in <00000000000000000000000000000000>:0

    at RisingWorld.Server.Main.InitServerWorld () [0x00000] in <00000000000000000000000000000000>:0

    at RisingWorld.Server.Main.InitServerContext () [0x00000] in <00000000000000000000000000000000>:0

    at RisingWorld.Server.Main.OnPostInitialize () [0x00000] in <00000000000000000000000000000000>:0

    at RisingWorld.Common.JIWApplication.Update () [0x00000] in <00000000000000000000000000000000>:0

    UnityEngine.Logger:LogException(Exception, Object)

    UnityEngine.Debug:LogException(Exception)

    RisingWorld.PluginAPI.JavaRuntime:Init()

    RisingWorld.Server.GameServer:LoadWorld(String)

    RisingWorld.Server.Main:InitServerWorld()

    RisingWorld.Server.Main:InitServerContext()

    RisingWorld.Server.Main:OnPostInitialize()

    RisingWorld.Common.JIWApplication:Update()

    I'm sure you know not than me - I'm not a programmer, but how do you know its C++ and not C#?


    I've followed RW development for many years now, and I've never seen a post mentioning what the new game will be written in except that it's going to be using Unity.


    As the Java version was written in, well, Java, I just assumed the new one would be C#. As it makes sense to me. Again, not a programmer. A hobbiest at best. :saint:

    everything i have looked at about/for unity is c# . also, from everything i have looked at c# is a lot more like java than c++. you mentioned data structures as well, i had not even thought of that. that being said i agree it would be giving the game away, unity version or not.

    A "ConnectToOtherServer()" method would be awesome. i intended to use an SQLite database. tinkering with java plugins i ran into a lot of db-locked errors and had been thinking of going to MySQL. i intend to release this part as a plugin for other servers to use as well. i think ill get to setting up a MySQL server!