thanks for the reply. ill look into it. just upgraded hardware in anticipation of the unity dedicated server(when ready). great work btw!
Posts by james1bow
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still having the issue when no one has been on since restart.
Rising World - 0.9.6 - Dedicated Server
Windows Server 2019 10.0 Java 1.8.0_291 (amd64) Memory: 9320 MB
2021/05/10 07:35 PM
____________________________________________________
Start context...
Items initialized!
Plants initialized!
NPCs initialized!
Initialize Static Classes...
Constructions initialized!
Projectile-Definitions initialized!
Weapon-Definitions initialized!
Objects initialized!
Clothing initialized!
Picking initialized!
Food-Definitions initialized!
Storages initialized!
Vehicles initialized!
Crafting-Definitions initialized!
Record-Definitions initialized!
Initializing world (sqlite)
LOAD WORLD New World
DATABASE TYPE: SQLite
C:\rw/Worlds/New World:::New World
CREATE WORLD STRUCTURE - DONE!
2021/05/10 07:35 PM z.a
INFO: DatabaseTaskManager started with ThreadPoolSize 1
WORLDINFO Gamemode: Survival
Gametype set to Survival
WORLDINFO Seed: 1588370014461
WORLDINFO Caves: true
WORLDINFO Vegetations: true
WORLDINFO OreAmount: 3
WORLDINFO StartBiome: null
WORLDINFO DisabledNPCs:
WORLDINFO DisabledDungeons:
WORLDINFO DisabledWaterSources:
WORLDINFO Worldtype: Normal
WORLDINFOS seed: 1588370014461 type: Normal caves: true vegetations: true oreamount: 3 startbiome: null disablednpc: [] disableddungeons: [] disabledwatersources: []
WORLDINFO Time: 31.8.16 13:28:25.300365
WORLDINFO Creationdate: 1588370014465
WORLDINFO Version: 0.9.6_39
TRIGGER UPDATE
Worldconverter: Updating not required
WORLDINFO Spawninventory: 0 0 0 0
WORLDINFO Spawnclothing: 5 -1 -1 1 0 1 0 -1 -1 -1 0 -1 -1 -1 0 -1 -1 -1 -1 1 0 2 0 -1 -1 -1 0 -1 -1 -1 0 -1 -1 -1
Worldpart generating...
Biomepart generating...
Loaded Biomepart from cache: 0 - 0 (4ms)
Loaded Worldpart (v3) from cache: 0 - 0 (334ms)
WORLDINFO Spawnposition: 5532.9185 65.05638 -232.03116
WORLDINFO Spawnrotation: 0.018333627 0.70775104 -0.018379495 0.70598483
Loading custom images...
Image test.jpg: Invalid file format
271 images successfully loaded!
INITIAL WEATHER Default 1395.0
2888 chests loaded from DB!
2145 texts loaded from DB!
12 Plants loaded from DB!
235 Furnaces loaded from DB!
2021/05/10 07:35 PM h.a
INFO: Custom journal loaded (9)!
Custom logo: logo.jpg (602033b)
53511 NPCs loaded from DB!
20 Vehicles loaded from DB!
STARTING RISING WORLD SERVER...
Server bind to IP: ***.***.***.***:4255
2021/05/10 07:35 PM JIW-Network
INFO: [NetworkServer] Add channel Port:4,255 Type:TCP Index:0
2021/05/10 07:35 PM JIW-Network
INFO: [NetworkServer] Add channel Port:4,256 Type:UDP Index:1
2021/05/10 07:35 PM JIW-Network
INFO: [NetworkServer] Add channel Port:4,256 Type:TCP Index:2
2021/05/10 07:35 PM JIW-Network
INFO: [NetworkServer] Add channel Port:4,257 Type:UDP Index:3
2021/05/10 07:35 PM JIW-Network
INFO: [NetworkServer] Add channel Port:4,257 Type:TCP Index:4
2021/05/10 07:35 PM JIW-Network
INFO: [NetworkServer] Add channel Port:4,258 Type:UDP Index:5
2021/05/10 07:35 PM JIW-Network
INFO: [NetworkServer] Add channel Port:4,258 Type:TCP Index:6
2021/05/10 07:35 PM I.g
INFO: Default server permissions loaded successfully!
Found 16 files in groups folder
2021/05/10 07:35 PM I.g
INFO: Group "admin" permissions loaded successfully!
2021/05/10 07:35 PM I.g
INFO: Group "BluePrint" permissions loaded successfully!
2021/05/10 07:35 PM I.g
INFO: Group "Citizen" permissions loaded successfully!
2021/05/10 07:35 PM I.g
INFO: Group "Duchess" permissions loaded successfully!
2021/05/10 07:35 PM I.g
INFO: Group "Duke" permissions loaded successfully!
2021/05/10 07:35 PM I.g
INFO: Group "Jester" permissions loaded successfully!
2021/05/10 07:35 PM I.g
INFO: Group "King" permissions loaded successfully!
2021/05/10 07:35 PM I.g
INFO: Group "Knight" permissions loaded successfully!
2021/05/10 07:35 PM I.g
INFO: Group "newb" permissions loaded successfully!
2021/05/10 07:35 PM I.g
INFO: Group "Noble" permissions loaded successfully!
2021/05/10 07:35 PM I.g
INFO: Group "Prince" permissions loaded successfully!
2021/05/10 07:35 PM I.g
INFO: Group "Princess" permissions loaded successfully!
2021/05/10 07:35 PM I.g
INFO: Group "PVP" permissions loaded successfully!
2021/05/10 07:35 PM I.g
INFO: Group "Queen" permissions loaded successfully!
2021/05/10 07:35 PM I.g
INFO: Group "Survivlist" permissions loaded successfully!
2021/05/10 07:35 PM I.g
INFO: Group "Terraintools" permissions loaded successfully!
RISING WORLD SERVER STARTED
2021/05/10 07:35 PM JIW-Network
INFO: [NetworkServer] Add channel Port:4,253 Type:TCP Index:0
RCON Server bind to IP: :4253
Steam - Load native library: steam_api64.dll Filesize: 250656 bytes
Steam - Load native library: steamworks4j64.dll Filesize: 273920 bytes
Steam - Load native library: steamworks4j-server64.dll Filesize: 145920 bytes
STEAM BIND TO 0 (), PORT 4255, 4259 MODE: Authentication
SteamID: 76561197960265728 (0)
Query IP: 0
Steam Query Server bind to ANY (4255)
2021/05/10 07:35 PM: Steam Servers Connected (1102958949 -> xxx.xxx.xxx.xxx)
java.io.IOException: An existing connection was forcibly closed by the remote host
at sun.nio.ch.SocketDispatcher.read0(Native Method)
at sun.nio.ch.SocketDispatcher.read(Unknown Source)
at sun.nio.ch.IOUtil.readIntoNativeBuffer(Unknown Source)
at sun.nio.ch.IOUtil.read(Unknown Source)
at sun.nio.ch.SocketChannelImpl.read(Unknown Source)
at io.netty.buffer.PooledUnsafeDirectByteBuf.setBytes(PooledUnsafeDirectByteBuf.java:288)
at io.netty.buffer.AbstractByteBuf.writeBytes(AbstractByteBuf.java:1106)
at io.netty.channel.socket.nio.NioSocketChannel.doReadBytes(NioSocketChannel.java:343)
at io.netty.channel.nio.AbstractNioByteChannel$NioByteUnsafe.read(AbstractNioByteChannel.java:123)
at io.netty.channel.nio.NioEventLoop.processSelectedKey(NioEventLoop.java:645)
at io.netty.channel.nio.NioEventLoop.processSelectedKeysOptimized(NioEventLoop.java:580)
at io.netty.channel.nio.NioEventLoop.processSelectedKeys(NioEventLoop.java:497)
at io.netty.channel.nio.NioEventLoop.run(NioEventLoop.java:459)
at io.netty.util.concurrent.SingleThreadEventExecutor$5.run(SingleThreadEventExecutor.java:858)
at io.netty.util.concurrent.DefaultThreadFactory$DefaultRunnableDecorator.run(DefaultThreadFactory.java:138)
at java.lang.Thread.run(Unknown Source)
java.io.IOException: An existing connection was forcibly closed by the remote host
at sun.nio.ch.SocketDispatcher.read0(Native Method)
at sun.nio.ch.SocketDispatcher.read(Unknown Source)
at sun.nio.ch.IOUtil.readIntoNativeBuffer(Unknown Source)
at sun.nio.ch.IOUtil.read(Unknown Source)
at sun.nio.ch.SocketChannelImpl.read(Unknown Source)
at io.netty.buffer.PooledUnsafeDirectByteBuf.setBytes(PooledUnsafeDirectByteBuf.java:288)
at io.netty.buffer.AbstractByteBuf.writeBytes(AbstractByteBuf.java:1106)
at io.netty.channel.socket.nio.NioSocketChannel.doReadBytes(NioSocketChannel.java:343)
at io.netty.channel.nio.AbstractNioByteChannel$NioByteUnsafe.read(AbstractNioByteChannel.java:123)
at io.netty.channel.nio.NioEventLoop.processSelectedKey(NioEventLoop.java:645)
at io.netty.channel.nio.NioEventLoop.processSelectedKeysOptimized(NioEventLoop.java:580)
at io.netty.channel.nio.NioEventLoop.processSelectedKeys(NioEventLoop.java:497)
at io.netty.channel.nio.NioEventLoop.run(NioEventLoop.java:459)
at io.netty.util.concurrent.SingleThreadEventExecutor$5.run(SingleThreadEventExecutor.java:858)
at io.netty.util.concurrent.DefaultThreadFactory$DefaultRunnableDecorator.run(DefaultThreadFactory.java:138)
at java.lang.Thread.run(Unknown Source)
java.io.IOException: An existing connection was forcibly closed by the remote host
at sun.nio.ch.SocketDispatcher.read0(Native Method)
at sun.nio.ch.SocketDispatcher.read(Unknown Source)
at sun.nio.ch.IOUtil.readIntoNativeBuffer(Unknown Source)
at sun.nio.ch.IOUtil.read(Unknown Source)
at sun.nio.ch.SocketChannelImpl.read(Unknown Source)
at io.netty.buffer.PooledUnsafeDirectByteBuf.setBytes(PooledUnsafeDirectByteBuf.java:288)
at io.netty.buffer.AbstractByteBuf.writeBytes(AbstractByteBuf.java:1106)
at io.netty.channel.socket.nio.NioSocketChannel.doReadBytes(NioSocketChannel.java:343)
at io.netty.channel.nio.AbstractNioByteChannel$NioByteUnsafe.read(AbstractNioByteChannel.java:123)
at io.netty.channel.nio.NioEventLoop.processSelectedKey(NioEventLoop.java:645)
at io.netty.channel.nio.NioEventLoop.processSelectedKeysOptimized(NioEventLoop.java:580)
at io.netty.channel.nio.NioEventLoop.processSelectedKeys(NioEventLoop.java:497)
at io.netty.channel.nio.NioEventLoop.run(NioEventLoop.java:459)
at io.netty.util.concurrent.SingleThreadEventExecutor$5.run(SingleThreadEventExecutor.java:858)
at io.netty.util.concurrent.DefaultThreadFactory$DefaultRunnableDecorator.run(DefaultThreadFactory.java:138)
at java.lang.Thread.run(Unknown Source)
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ive started getting this on the console when a player disconnects from the server
java.io.IOException: An existing connection was forcibly closed by the remote host
at sun.nio.ch.SocketDispatcher.read0(Native Method)
at sun.nio.ch.SocketDispatcher.read(Unknown Source)
at sun.nio.ch.IOUtil.readIntoNativeBuffer(Unknown Source)
at sun.nio.ch.IOUtil.read(Unknown Source)
at sun.nio.ch.SocketChannelImpl.read(Unknown Source)
at io.netty.buffer.PooledUnsafeDirectByteBuf.setBytes(PooledUnsafeDirectByteBuf.java:288)
at io.netty.buffer.AbstractByteBuf.writeBytes(AbstractByteBuf.java:1106)
at io.netty.channel.socket.nio.NioSocketChannel.doReadBytes(NioSocketChannel.java:343)
at io.netty.channel.nio.AbstractNioByteChannel$NioByteUnsafe.read(AbstractNioByteChannel.java:123)
at io.netty.channel.nio.NioEventLoop.processSelectedKey(NioEventLoop.java:645)
at io.netty.channel.nio.NioEventLoop.processSelectedKeysOptimized(NioEventLoop.java:580)
at io.netty.channel.nio.NioEventLoop.processSelectedKeys(NioEventLoop.java:497)
at io.netty.channel.nio.NioEventLoop.run(NioEventLoop.java:459)
at io.netty.util.concurrent.SingleThreadEventExecutor$5.run(SingleThreadEventExecutor.java:858)
at io.netty.util.concurrent.DefaultThreadFactory$DefaultRunnableDecorator.run(DefaultThreadFactory.java:138)
at java.lang.Thread.run(Unknown Source)
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I actually forgot I had already. I seemed to have got it to run with no errors, however, I am just seeing how long before the server name shows up in the multiplayer.
if your isp doesnt support ip loopback you will never see it in the list. others will tho and you will have to join via local ip.
or use a vpn
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just wanted to say i love the direction the rcon tool is taking
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no and now that you mention it i guess i have the thread in the wrong location
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ok thank you for the response. great work on the new version as well.
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it there a way to change the de-spawn time of an arrow after its been fired? making a firing range but but after firing 5 arrows there is little to no time to find them. thanks in advance
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installing now cant wait to see it. thanks for all the hard work
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i hope someone can explain this to me, i'm new to java in general and i have always learned by doing. i was looking threw the code learning how things work. my question has to do with how the code pulls the hitdef from the pickingorder.I was trying to create a masons hammer( like the sledgehammer) but with one hit to remove and retrieve the blocks. "Definitions.HitDamageDefinition damageDef = Definitions.getHitDamageDefinition(itemDef.hitDefinition);" i've looked all over to see how that line functions but cant figure it out. does the Definitions.getHitDamageDefinition(itemDef.hitDefinition) use the entire field(item_damage,player_damage) for an item and multiply that by the multiplier for each one or am i missing how it is calling just one damage(player_damage)? i see
"getPlayerDamage()" in the api and i,m guessing that would call only player_damage. i have a few other items i would like to create (weed wacker with more range for example) but i feel i should start here. i've managed to figure out the workings of everything else just stumped on this one. hope i made sense with my question.
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This wouldn't necessarily help regarding the issue raised by the OP (depending on what's considered a "false model"), but irrespective of that, I agree that it would be helpful if the game could at least detect "broken" models. However, this is only possible to a certain degree - the game (or more specifically the server, where the plugin is actually executed) could only check a few basic things. Not sure what's happening right now if a broken model is loaded, does the game actually crash?
IIRC there should be just an error message in the console
i can say that some models do crash it. i have been using this plugin to test .obj and .dds textures for the customitemloader before i worry about the itemdef and icon files. ive had some .obj files not allow the server to boot as well it will load it then crash the server and not allow it to restart. i could try to find the error logs if it would help in any way
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nevermind i got it working. was an issue between that and avtive signs home commands. disabled the home in active signs and works perfect now
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finely got aorund to adding the plugin and im getting this error in the console
API: REGISTER LISTENER class mrprecision.Button
Plugin MedievalRealms: Missing @EventMethod annotation for method onClick
API: REGISTER LISTENER class mrprecision.Button
Plugin MedievalRealms: Missing @EventMethod annotation for method onClick
API: REGISTER LISTENER class mrprecision.Button
Plugin MedievalRealms: Missing @EventMethod annotation for method onClick
API: REGISTER LISTENER class mrprecision.Button
Plugin MedievalRealms: Missing @EventMethod annotation for method onClick
API: REGISTER LISTENER class mrprecision.Button
Plugin MedievalRealms: Missing @EventMethod annotation for method onClick
API: REGISTER LISTENER class mrprecision.Button
Plugin MedievalRealms: Missing @EventMethod annotation for method onClick
API: REGISTER LISTENER class mrprecision.Button
Plugin MedievalRealms: Missing @EventMethod annotation for method onClick
API: REGISTER LISTENER class mrprecision.Button
Plugin MedievalRealms: Missing @EventMethod annotation for method onClick
API: REGISTER LISTENER class mrprecision.Button
Plugin MedievalRealms: Missing @EventMethod annotation for method onClick
API: REGISTER LISTENER class mrprecision.Button
Plugin MedievalRealms: Missing @EventMethod annotation for method onClick
API: REGISTER LISTENER class mrprecision.Button
Plugin MedievalRealms: Missing @EventMethod annotation for method onClick
API: REGISTER LISTENER class mrprecision.Button
Plugin MedievalRealms: Missing @EventMethod annotation for method onClick
API: REGISTER LISTENER class mrprecision.Button
Plugin MedievalRealms: Missing @EventMethod annotation for method onClick
API: REGISTER LISTENER class mrprecision.Button
Plugin MedievalRealms: Missing @EventMethod annotation for method onClick
API: REGISTER LISTENER class mrprecision.Button
Plugin MedievalRealms: Missing @EventMethod annotation for method onClick
API: REGISTER LISTENER class mrprecision.Button
Plugin MedievalRealms: Missing @EventMethod annotation for method onClick
API: REGISTER LISTENER class mrprecision.Button
Plugin MedievalRealms: Missing @EventMethod annotation for method onClick
API: REGISTER LISTENER class mrprecision.Button
Plugin MedievalRealms: Missing @EventMethod annotation for method onClick
API: REGISTER LISTENER class mrprecision.Button
Plugin MedievalRealms: Missing @EventMethod annotation for method onClick
API: REGISTER LISTENER class mrprecision.Button
Plugin MedievalRealms: Missing @EventMethod annotation for method onClick
and this in the log
Rising World - 0.9.6 - Dedicated Server
Windows 10 10.0 Java 1.8.0_251 (amd64) Memory: 5592 MB
2020/09/20 07:36 PM
____________________________________________________
RW SERVER: Fatal error occurred!
java.lang.ClassCastException: java.lang.String cannot be cast to net.risingworld.api.objects.Player
at de.pbplugins.asTel.onPlayerKeyInput(asTel.java:168)
at sun.reflect.GeneratedMethodAccessor14.invoke(Unknown Source)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(Unknown Source)
at java.lang.reflect.Method.invoke(Unknown Source)
at pluginapi.PluginEventHandler.triggerEvent(SourceFile:245)
at G.c.a(SourceFile:104)
at G.c.messageReceived(SourceFile:80)
at de.jiw.network.server.core.ServerTcpChannel.onMessageReceived(ServerTcpChannel.java:99)
at de.jiw.network.server.core.AbstractServerChannel.dispatchTCP(AbstractServerChannel.java:62)
at de.jiw.network.server.session.TcpSessionHandler.channelRead0(TcpSessionHandler.java:79)
at de.jiw.network.server.session.TcpSessionHandler.channelRead0(TcpSessionHandler.java:15)
at io.netty.channel.SimpleChannelInboundHandler.channelRead(SimpleChannelInboundHandler.java:105)
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.handler.codec.ByteToMessageDecoder.fireChannelRead(ByteToMessageDecoder.java:310)
at io.netty.handler.codec.ByteToMessageDecoder.channelRead(ByteToMessageDecoder.java:284)
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.handler.codec.ByteToMessageDecoder.fireChannelRead(ByteToMessageDecoder.java:310)
at io.netty.handler.codec.ByteToMessageDecoder.channelRead(ByteToMessageDecoder.java:284)
at io.netty.channel.AbstractChannelHandlerContext.invokeChannelRead(AbstractChannelHandlerContext.java:362)
at io.netty.channel.AbstractChannelHandlerContext.access$600(AbstractChannelHandlerContext.java:38)
at io.netty.channel.AbstractChannelHandlerContext$7.run(AbstractChannelHandlerContext.java:353)
at io.netty.util.concurrent.DefaultEventExecutor.run(DefaultEventExecutor.java:66)
at io.netty.util.concurrent.SingleThreadEventExecutor$5.run(SingleThreadEventExecutor.java:858)
at io.netty.util.concurrent.DefaultThreadFactory$DefaultRunnableDecorator.run(DefaultThreadFactory.java:138)
at java.lang.Thread.run(Unknown Source)
i feel like im missing something simple. thanks for any help
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You cannot join a server and shoot another player. If he could die or not, this is no friendly behavior and a kick follows in 98 % immediately. In your case you aren't allowed to look behind a closed door. I'm very interested in our players buildings, interior and floor plan. I use to fly to see how a building is build. But if I'm not allowed to visit a building inside I have to except server rules and I'm not going to run Amok. Why should I? Every server has it's own rules. If one admin will not allow it, come again and ask again later. You will not find a server without kicking you, if you're not willing to respect their rules. If you attack another player, nobody will accept such a behavior. Think about it, if you would like that. It's not two friends who shoot each other, it was a strange person who shoots rampages around.
thank you
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Ger:
Wenn der Server keine protection hätte würde ich nicht schießen.
Eng:
If this server would not have a protection i wouldnt shoot.
rule 3 No harassing other players. you were asked to stop. would have been 24 hours ban. until you come on here wanting to argue about it.
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Also ich möchte nur sagen das einer von euren Admins (Solitar) auf meinem Server kommen und Spieler wegholt das geht gar nicht .
Nicht das man mich Falsch versteht Spieler die bei mir bauen können natürlich woanders hingehen und bauen das kann PresenceRusher bestätigen, damit habe ich kein Problem.
Aber das ein Admin von euch auf meinem Server kommt dann Werbung für euren Server (zitat: Der Server ist NeverWinter ,da kannst du auch kreativ .es gibt Parzelle 70x70 oder freies bauen) macht und die Spieler zu euch holt finde ich nicht gut.
[EN]
im sorry he came to advertise my server. i would not have allowed this had i know, i will not advertise on any other server. the only time i mention my server is when talking to an admin of another server and i refer to it as "my server" and not by name. this will be dealt with.
[DE]
Es tut mir leid, dass er gekommen ist, um für meinen Server zu werben. Ich hätte das nicht zugelassen, wenn ich gewusst hätte, dass ich auf keinem anderen Server werben werde. Ich erwähne meinen Server nur, wenn ich mit einem Administrator eines anderen Servers spreche, und ich bezeichne ihn als "meinen Server" und nicht namentlich. Dies wird behandelt.
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Ger:
Eeeeeeh jaa das hab ich auf einen server mit, keine regeln, kein geschütze areas, kein pvE gemacht und es war erlaubt das zu machen. Und es hat rein Garnichts mit dem Server zutun auf den ich war.
Eng:
Eeeeeeh yeah I did that on a server with, no rules, no protected areas, no pvE and it was allowed to do that. And it have nothing to do with the server i was on.
you're repeating yourself
[EN]
simple, you came to the serve4r shooting myself and another player not cool. the protection is there for a reason. i did not see you ask about looking as i was AFK but not my right top show you around another players things. had they wanted you to see the door would have been left open
[DE]
Ganz einfach, du bist zum Serve4r gekommen und hast mich und einen anderen Spieler erschossen, der nicht cool ist. Der Schutz ist aus einem Grund da. Ich habe nicht gesehen, dass du nach dem Aussehen gefragt hast, als ich AFK war, aber nicht mein rechtes Top zeigt dir die Dinge eines anderen Spielers. Hätten sie gewollt, dass du siehst, wäre die Tür offen gelassen worden
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ok thank you for the reply. i wasnt sure what i was doing wrong. makes sense now tho
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i looked and could not find information for it. i know editnpc is a command. i want to allow a player in a group to editnpc's. as admin i can do it just fine but when i place the editnpc command in the groups permissions it says "WARNING: Permission command.editnpc not found!" i also notice it is not listed as a permissions command. is this function only allowed by admin's?
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On one of the servers that i play in is also having the same problem the only way is to press "esc" but I also noticed that when the server had a problem and this plug-in wasn't working right pressing the "M" key would open & close the map ok?
the m was one of the issues with the original version