Posts by Absalom

The next update will be available on Wednesday, December 18, in the early evening (GMT+1).

This update will not yet replace the Java version, instead it is the actual content update. We'll provide more information about the transition together with the update.

    Hopefully I can get that area protection script done this weekend. The plan is to make it to where players can invite other players into an area, and only then can the other players enter the area. So it will not be possible for looters to get into your protected area at all. I just need to change the file based "rights" and groups system over to a database driven system. And I also need to put limitations on the x,z size of the area when it is a player creating it. I also need to address area overlaps, because currently that is possible.

    If we have access to ray-cast functions from Lua (and I don't know yet if we do), I wonder if we could create a Lua scripted sign system. Place an object that represents a sign, like a road sign, draw a collider box around it, just like the area protection script draws the area collider, then label it and give a description that will pop up when the player looks at it, or maybe looks at it and pushes the action key.

    Thanks. Some of these ideas I am just ripping from other scripts from other games. Lol! I am thinking about creating a script plugin system and repository site like the Oxide system for rust. I like how they have Oxide as the script manager that ties all of the scripting updates and versioning together. You create an account in the repository, and when you download a script you are notified through email whenever that script is updated. I don't know that I will have time to write site software for that, but hopefully an experienced php developer will jump up and take that tall order.


    I am going to create a simple script repository this weekend and post my work-in-progress scripts there and finished scripts. I have posted here a list of threads from scripting ideas that I will be planning. A lot of these are really dependent on current game functionality and the future plans of the devs. Some of these scripts may not be necessary if the game already has the functionality. https://www.thedeadlands.net/forums/viewforum.php?f=22

    If you don't want to keep giving the IP address (because it changes) and you host from home, you can setup a dynamic DNS service using something like no-ip (http://www.noip.com/). You can set up a subdomain from them and point it to your IP. Download their dyndns software and keep it running and it will always keep your noip records up to date and all you have to do is give our your sub-domain that noip gave you. Then players connect via yoursub.noip.com:4255 or something like that.


    If you already own a domain name, then just create a DNS "A" record. Give it a subdomain name (mine is "win"), and then point it to your server's IP. You have to keep this updated manually if you host from your livingroom.

    If you want to host a game, there aren't any paid services yet, so you will have to do a bit of setup yourself. I use nfoservers.com. They have excellent and very affordable virtual dedicated servers. I host on Windows 2008 Server R2 (2012 is NOT recommended). It have a pretty beefed up server, so it costs me about $79 per month, however, they offer servers as low as around $35 per month.


    If you host at home, then you need to port forward through your router. If you host with nfoservers.com or another vendor, you don't have to worry about router setup. Here is the basic setup:


    1. Decide which port you will host on. The default is 4255. The port range that you need to forward for port 4255 is 4254 through 4259 (both TCP and UDP).
    2. If you are hosting from your home, then forward those ports in your router port forwarding setup as per your router vendor's instruction.
    3. Open that very same port range (both UDP and TCP) in your Windows firewall or whatever software firewall you are using. You only need to create INBOUND port rules as that is the communication coming IN from the players to your server.
    4. Copy that server software for the game as per red51's suggestion. I think you have to be logged into the rising-world.com site to see the dedicated server download link (it's big and red). Extract that to wherever you want.
    5. Modify the server.properties file within your dedicated server installation folder.
    6. Start the server via the win_startup.bat script.


    That's it! You are now available to your players. They need to connect through the multiplayer->connect to IP button in the game.