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Baz Foobar

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Posts posted by Baz Foobar


  1. On 3/20/2018 at 4:27 AM, Ane said:

    I got the files, thanks for the help!

    Any update on this?  I know you want to find the root cause to prevent it from happening on other servers, but for the immediate issue - is there a way for me to simply remove the player in question and have them re-roll a fresh character?  On a related note, is there some documentation available on the save file for us software techie types to create some additional save file editing outside of the editor without having to reverse engineer it?

    • Upvote 1

  2. 1 minute ago, Pharaun Mizzrym said:

    Okay well this can just be moved on over to the SUGGESTIONS I guess.  Dah why would we not want to generate caves in editor mode?

    And that now explains why all the multiplayer maps are so copy-n-paste boring the same thing with no surprises from editing. 

    Wait, what if I generate a world in Multiplayer mode first and then take it to the editor mode and then put it back in Multiplayer mode after editing it?  Would that give me a cave I could edit?

    The editor, I presume, is not yet feature-complete and lacks functionality that we'll eventually have at release (at least I hope so, otherwise it is such a missed opportunity).

    But yes, you can take any saved game (single player, multiplayer, doesn't matter) and open it within the editor to perform further edits, save it, then have your MP server continue to serve up that world with your modifications.

    • Thanks 1

  3. 5 minutes ago, Pharaun Mizzrym said:

    Err, then how am I playing a cave in a Multiplayer?  You have to generate the world before you can host it.  I'm confused.  Let me rephrase.  How do I host an island with a cave in it?

    There is a difference between regular MP generated maps and editor-generated maps.  One is done by the game holistically, the other is done by the editor with tweakable parameters.

    If you want a multiplayer map with caves, you have to go with the former (or build your own caves in the latter).

     


  4. Wow, I just watched the video.  As impressive as I thought it was before, it's even better to see it in action.  The coupling solution is genius and I'm impressed at how well everything moves together and stays within the tracks.  You are a god among men, @spyler.1989 - well done!  Muy bueno!

    • Thanks 1

  5. 22 minutes ago, Onedown said:

    Interesting but hard to understand how you actually created the circle without a more detailed account of how you did it.

    Everything else seems clear to me.

    Guessing it's a block with a matchstick or bullet a distance away selected last (making it the selection reference point).  Then spinning along that point and duplicating, you create a ring of the blocks equidistant from the reference point.  Delete the center, select the ring, make it a group/composition, ???, profit!

    Or something...

    • Upvote 1

  6. Also within the editor - if the save file you have is currently in night mode and you don't have time to restart the game, log in, sleep till day, log out and re-edit, just grab the campfire or bonfire from the list of objects and move it around as a light source.


  7. 8 minutes ago, Stephenw1992 said:

    ok i don't have an answer for you... but i have a question...

    you're trying to run the ylands CLIENT via remote desktop...???

    Yep.  The client itself.  I know, sounds silly, but over a gigabit RDP connection, it's actually quite usable.  Just not very useful without the ability to spin the camera around lol.


  8. I'm trying to run Ylands over a Remote Desktop connection and everything works adequately over a gigabit connection except for right-click to move the camera angle.  I've tried reassigning the button to various buttons/keys and it doesn't matter.  Either in-game or in-editor.

    Anyone have any ideas as to how to get this to work?  Alternatively, any other remote control methods that work better?  Not trying to play the game full-time over remote, but there are times where I'd like to be able to drop in and take care of the server when I'm not conveniently at home, but still have access remotely.


  9. Here's a new one - started up a new test server using an editor-generated map.  Things were working fine until one of our player testers crashed while on their boat and after logging back in, lost control of their character (flailing around endlessly unable to move).  Ever since then, every time they attempt to log in, it gets to 100% and then locks up the server.  The headless monitor times out whenever attempting to communicate to the server, and all other players lock up.  The server process has to be forcibly ended and clients have to end their tasks as well to restart.

    The log has an error that is spammed repeatedly:

    [ER] [00:04:30.86] Exception in ExecutePlayerCommand.Move
    +t ylands.CharacterSimulationController.ApplyMotion (CharacterMovementInstructions, Int32, Boolean)
    ylands.CharacterSimulationController.SimulateDefaultMovement (Int32)
    ylands.CharacterSimulationController.SimulateOwner ()
    Bolt.Entity.Simulate ()
    BoltCore.Poll ()
    BoltPoll.FixedUpdate ()

    [EX] [00:04:30.86] System.IndexOutOfRangeException: Array index is out of range.
    +t TerrainEngine.TerrainDatas.GetByteAndFloat (Int32, Int32, Int32, Byte&, Single&)
    TerrainEngine.TerrainBlock.GetByteAndFloat (Int32, Int32, Int32, Byte&, Single&, Boolean)
    ylands.SwimInfo.UpdateInfo (WorldEngine, Vector3, SwimInfo&)
    ylands.CharacterMotor.MoveAndUpdateWaterInfo (Character, Single, Single)
    ylands.CharacterMotor.Move_FreeFall (Character, CharacterMovementInstructions, Single, Nullable`1&, Boolean)
    ylands.CharacterMotor.Move (Character, CharacterMovementInstructions, Int32, Boolean)
    ylands.CharacterSimulationController.ApplyMotion (CharacterMovementInstructions, Int32, Boolean)
    Logged at
    ylands.CharacterSimulationController.ApplyMotion (CharacterMovementInstructions, Int32, Boolean)
    ylands.CharacterSimulationController.SimulateDefaultMovement (Int32)
    ylands.CharacterSimulationController.SimulateOwner ()
    Bolt.Entity.Simulate ()
    BoltCore.Poll ()
    BoltPoll.FixedUpdate ()

    As the log and save files are large, I'll zip it up and share the link with Ane.  Hope this is something that can be addressed easily, as this is something that impacts the entire server rather than just one player.

     

    • Upvote 3

  10. 12 minutes ago, Onedown said:

    @TheSparkPlug and @Baz Foobar  Guys i wasn't trying to make an argument about right or wrong my only intent was to let players not as experienced at Ylands as you guys know they could possibly lose stacks of things if the bug gets fixed without warning.  I am all for gamers playing games that they payed for enjoying them in the manner that they enjoy them the most.  No need for apologies.  I actually think both of you are great and respect your knowledge of the game and involvement.  

    No argument perceived, we're all on the same side - s'all good man.


  11. Unfortunately at the game's current stage of development, hosting a dedicated MP server *IS* work.  There's no way around it.  We currently lack functionality for maps to be self-sufficient.  Between resetting the server on a regular basis (to avoid problems that build up over time), cleaning up corpses, filling in excavation holes, replenishing resources (sure, players can replenish some of them, but others are not naturally occurring), restarting crashed/frozen server instances, fixing terrain, helping to locate people or vehicles that decided to disobey the laws of physics, and other tasks that aren't so obvious... it definitely takes some time and effort (and let's not forget real money).

    Why do it?  Because most of us have faith in this game and its team and want the community to succeed.  I hope to finally see the day where dedicated MP servers don't need to be babysat like they do today, and I can just log in as a player and enjoy the game.

    • Haha 1

  12. 2 hours ago, TheSparkPlug said:

    I never said it wasnt a bug... hence asking for them to be added to the whitelist !

     

    I understand that, but based on Onedown's reply, it's clear that he interpreted your comment to mean that he was doing something wrong and the container should do what he suggested.

    1 hour ago, Onedown said:

    As a bug I don't think they are going to give people advance notice when it gets fixed.  Even though it's harmless,  using the bug could lead to loss of everything that doesn't belong in it when the bug ultimately gets fixed.  I would never presume to tell people how they should play a game but for me, i'm not willing to risk losing stacks of things.  

    Oh I completely agree that there's a risk associated to it, I apologize if you got the impression that I was recommending it as a solution.  I was simply pointing out that TheSparkPlug's solution was not expected normal behavior and the reason you could not reproduce the functionality was because it was taking advantage of non-intended actions related to the bug.

    It's been reported for several months now by multiple people, and illustrated in Youtube videos and discussed openly.  Frankly I'm surprised it hasn't been fixed by now.  Perhaps it's being recognized for its utility and as you said - it's relatively harmless.  Who knows?


  13. 1 hour ago, TheSparkPlug said:

    When I am next playing I will see if I can get a screen shot of the contents of mine.

    you cannot drag from your inventory to the soil box. Place the items from your inventory into a chest... then from the chest into your soil box :)

    That's a bug, and it's not specific to the soil basket - you can technically put everything on a key chain, using this technique.

    • Upvote 1

  14. On 3/18/2018 at 7:50 AM, SyxtySyx said:

    I hooked two ships together to make like a cruise boat, there is an obvious quarter block gap that opens an closes while underway. I think I can hide this for the most part. My biggest issue is that even with six engines, this thing crawls about reverse speed trying to drag the other ship.

    Does it move any faster if you engage propulsion on the second vessel?

    Same question for the OP's train set up - you mentioned this system only works with a limited number of cars attached, if you add some additional powered cars, does it increase the capacity?


  15. Devs - I can provide the server game file in which this issue occurs.  Let me know if that would be helpful.  I should also point out that we've seen this happen before to multiple players, and most of the time a death/respawn is good enough to clear it up.  This has happened in both 0.7 and 0.6.

    My eventual solution if respawn doesn't work is to delete the barrier generator and drop a fresh broken one in to the game via the editor and composition.


  16. 2 hours ago, Onedown said:

    This is all I'm really looking for as to fully playable.  If you can discover all the islands then you can presumably do everything there is to do in the game.  I'm glad to see it's not borked for everyone.

    Yes, to that end I can confidently confirm that the game is playable as far as discovering all of the islands without running into the problems that you've encountered.  I have fully explored two world maps since 0.7 dropped, both with 12 islands each.  My machine has 16GB of memory, running Windows 10.  No constant disk thrashing or anything of the sort.  Yes, I've encountered stuttering and lag on MP maps, but nothing that I can directly correlate to local issues.


  17. 20 hours ago, mid endian said:

    You can cook your food directly on a fire without needing to interact with it. Place two campfires next to your fishing spot, fish will cook automatically as you catch them. 

    I was a passenger on a boat that had a brazier slightly behind the bow.  I was fishing on the bow and as I caught fish it would slide back due to the movement of the ship and land near the brazier.  After a few minutes I had a pile of roasted fish without me having to interact with anything.  Nice!

    • Haha 1
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