Posts by james1bow

    that looks good ... can you choose a destination here, e.g. uses a private portal to then reach a public one?

    Of course you shouldn't reach private ones through public portals ...

    or does one portal only lead to another portal (counterpart) when i use it?

    my plans are......someone places a portal. you can edit color of portal name and add a short description. you can set a portal to public or private. ones that are listed as public will be select able from the public list. private portals will only show for the owner. a player can place one portal and use it to access all of their portals as well as all that have been set to public. im also thinking of a variant that has no effect so players can create their own portal rooms.

    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 277 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!