#plugins-dev-chat
1 messages ยท Page 161 of 1
๐
One day they will make a 1509 pickup wrapper
why are you welsh
cus im welsh
๐ด๓ ง๓ ข๓ ท๓ ฌ๓ ณ๓ ฟ ๐ด๓ ง๓ ข๓ ท๓ ฌ๓ ณ๓ ฟ ๐ด๓ ง๓ ข๓ ท๓ ฌ๓ ณ๓ ฟ ๐ด๓ ง๓ ข๓ ท๓ ฌ๓ ณ๓ ฟ ๐ด๓ ง๓ ข๓ ท๓ ฌ๓ ณ๓ ฟ ๐ด๓ ง๓ ข๓ ท๓ ฌ๓ ณ๓ ฟ
my condolences
do you want me to go back in time and be born elsewhere
Become American, trust me you will fucking love it here
i'd rather not be shot up ๐ญ
If anyone says otherwise, they're just a liberal.
Eve
I just dont have much complex enough to break from a minor update
i suffer the same as anyone else in a major update
dont worry
damn...
Show you stuff so i can assure you will suffer more 
This is a joke, i will never do such a thing
all bugs are missing features change my mind
do i have to do something special for custom items to function
one second
ill send
i may have missed something obvious
compound......... Vuh
Aaaaa
Is it not supported
What
Call the base, enable debug log
Might be removing item before actually used as always
I hate that
Enable debug, add calling base and see if works
But i haven't tested green goo
currently trying to install my new 8tb ssd without dismantling my entire pc
it's looking to be a major pita
bruh just make a NAS at that point if you need that much density in your storage ๐ญ
Can i eat it
sure
bruh you need an extra 8 TB of storage locally for work ๐ญ
what are you doingggg
Object.Instantiate(icedchai).StartCoroutine(PlaySL())
"Hey bro, I know you really like to play SL with me often, but I feel like it's too much sometimes. I need a bit more time for myself. I still wanna play the game with you while giving myself a bit more space to catch up on other stuff. I hope we can work this out :3"
Something like this could work ig
Doesn't seem like an attack but it still conveys the message
finally
glad I won the gamble because i did not remember where my last free nvme slot was
asking a simple question a mono game has always the MonoBleedingEdge folder am i right?
worth
this is crazy storage a nas pratically
like how much did you pay for all of this storage?
Work (W)
I'd say it's more like an L 
badumtiss
What are SSD
all of them
8TB
Yes
If I create a GameObject with new GameObject() I need to spawn it with NetworkServer.Spawn() or what? (I want to create a parent gameobject of some texts)
wdym?
var parentObject = new GameObject($"{customRoomLocation.RoomName}-{Guid.NewGuid()}");
var room = Room.List.FirstOrDefault(room => room.Name == customRoomLocation.RoomName);
parentObject.transform.position = room?.Transform.TransformPoint(customRoomLocation.Offset) ?? Vector3.zero;
foreach (var toyData in _textToy)
{
var textToy = TextToy.Create(parentObject.transform);
textToy.GameObject.name = "Text";
textToy.TextFormat = toyData.Text;
textToy.Position = toyData.Offset;
}```
This is the current code for it and this way it doesn't place it in the correct position but if the parentobject is a primitive then it place it in the correct position and my question is how can I make this code to work?
NetworkServer spawn only exists for objects that has a network identity and also exists the prefab (or smth) on the client too.
and since the Parenting only works with objects that has NetworkIdentitiy your solution would be use the room transform, and the position use the offset plus the CustomRoomLocationOffset / Zero (if that doesnt exists)
so
var room = Room.List.FirstOrDefault(room => room.Name == customRoomLocation.RoomName);
if (room == null)
return;
Vector3 mainOffset = room.Transform.TransformPoint(customRoomLocation.Offset) ?? Vector3.zero; //idk what this returns of something so please check if this actually what u want
foreach (var toyData in _textToy)
{
var textToy = TextToy.Create(room.transform);
textToy.GameObject.name = "Text";
textToy.TextFormat = toyData.Text;
textToy.Position = toyData.Offset + mainOffset;
}
Ah okay, thanks for the help ๐
use an invisible non-collidable primitive as the parent
slejm's solution works for rooms but not for synthetic parents
or that
Hmmmm
donut
No ๐
thanks axwabo, im realizing that im having a major communication deficit with my friend and i will try to resolve it including this
Is there any event for receiving a radio message?
OnReceivingVoiceMessage
or smth
then just check channel
I dunno if it's just for the radio
Which events are called when player receives as a loadout or gets added an item by RA?
obviously patch ItemBase constructor 
is there potentially a way to hide certain elements on wearable armor
like i want to hide the helmet when a scientist wears comabt armor
no

InventoryExtensions.ItemAdded
PlayerReceivingLoadoutEventArgs
make the armor with primitives 
fucking furry
That is your takeaway
precisely
lets be honest you are doing friendly fire
never
I love this death screen
how many times i shot fucking civilians as a mistake
btw aside from the jokes
i remember this used to work but it doesn't seems so
projectile.PreviousOwner = new Footprint(host ? Server?.Host.ReferenceHub : player.ReferenceHub);
because im spawning a projectile and want everyone to take damage
are you doing this on death
Host can be null for some reason
no
and how are you spawning the projectile
/// <summary>
/// Spawns a projectile for the player.
/// </summary>
/// <param name="player">The player to spawn the projectile.</param>
/// <param name="itemType">The type of projectile.</param>
/// <param name="host">Is Host throwing it.</param>
/// <returns>If the projectile has spawned.</returns>
public static bool SpawnLiveProjectile(this Player player, ItemType itemType, bool host = true)
{
if (!InventoryItemLoader.TryGetItem(itemType, out ThrowableItem ib))
{
Logger.Error($"Provided item type {itemType} is not a throwable item!");
return false;
}
ThrownProjectile projectile = Object.Instantiate(ib.Projectile, player.Position, player.Rotation);
PickupSyncInfo psi = new PickupSyncInfo(itemType, ib.Weight, ItemSerialGenerator.GenerateNext())
{
Locked = true,
};
projectile.Info = psi;
projectile.PreviousOwner = new Footprint(host ? Server.Host?.ReferenceHub : player.ReferenceHub);
projectile.ServerActivate();
NetworkServer.Spawn(projectile.gameObject);
return true;
}
me when you can just
there's no method for that
TimedGrenadeProjectile.SpawnActive
Didn't know that
but still why like if its server.host doing it its now not making any damage
can you try it with the host and show what happens
I can tell you rn
it doesn't do anything
like players don't take damage and thats it
host: true is always like this and i don't do host: false where i spawn it
i just don't take damage but for a grenade the explosion works fine
here
make the footprint a Tutorial role ig
like why it stopped workig i remember it was 100% working
mandela effect 
nah
maybe you used it a different way?
wonderful
yeah
try this
it explodes the client and server
so it's not a solution
default(Footprint)
base game
works with this
but it sends a wall of text on the server
lol
Wait its my fault???
yep it's because the role is None
can't apply damage a sa NoneRole
Yes
and no name
The problem is
10 shocking facts that will shock the rocks out of your socks
???
[2025-11-08 07:36:08.707 +01:00] [ERROR] [LabApi] 'NullReferenceException' occurred while invoking 'OnPlayerSpawningRagdoll' on 'TheCore.Handlers.CosmeticsHandler': 'Object reference not set to an instance of an object', stack trace:
at LabApi.Features.Permissions.Providers.DefaultPermissionsProvider.GetPlayerGroup (LabApi.Features.Wrappers.Player player) [0x00000] in <08eb9de5dc254471b89ceae24008b1b4>:0
at LabApi.Features.Permissions.Providers.DefaultPermissionsProvider.HasPermissions (LabApi.Features.Wrappers.Player player, System.String[] permissions) [0x0000d] in <08eb9de5dc254471b89ceae24008b1b4>:0
at LabApi.Features.Permissions.PermissionsManager+<>c__DisplayClass7_0.<HasPermissions>b__0 (LabApi.Features.Permissions.IPermissionsProvider x) [0x00000] in <08eb9de5dc254471b89ceae24008b1b4>:0
at System.Linq.Enumerable.Any[TSource] (System.Collections.Generic.IEnumerable`1[T] source, System.Func`2[T,TResult] predicate) [0x0002c] in <7ae67de414c34a0397e0ee5801c5da5a>:0
at LabApi.Features.Permissions.PermissionsManager.HasPermissions (LabApi.Features.Wrappers.Player player, System.String[] permissions) [0x0001e] in <08eb9de5dc254471b89ceae24008b1b4>:0
at TheCore.Handlers.CustomKeycardHandler.OnPlayerSpawningRagdoll (LabApi.Events.Arguments.PlayerEvents.PlayerSpawningRagdollEventArgs ev) [0x0003b] in <1a4df67f46d44431ae2be8dd0dffd722>:0
at LabApi.Events.EventManager.InvokeEvent[TEventArgs] (LabApi.Events.LabEventHandler`1[TEventArgs] eventHandler, TEventArgs args) [0x0001d] in <08eb9de5dc254471b89ceae24008b1b4>:0
Because of this
for some reason
is Permission is null in your config?
nope
but its a ragdoll :trolling:
AHAHAHHAHAHA
motherf
log ev.Player
if null
return
that's the best i can give you
how is player null? idfk
Should i do ev.Player == null?
in logging
or something else?
like the gameobject
the player itself
i will settle with this ngl
impossible
idk
but for now i need to send this
because they will cut down my throat
if i don't
whats the funniest one role i could make the player die from?
Destroyed :trolling:
filmmaker
lets see if destroyed works
because if it is its gonna be funny asf
destroyed by a grenade
without what
without the default(Footprint)
Btw don't wanna make you scared it should be working fine
because
default is used by the base game
when a ragdoll is created
how to change players speed
fpc.FirstPersonController.FpcModule.Motor.Velocity = velocity; => General Error IP: 127.0.0.1 Port: 7777
Via effects
i mean change speed to a vector3
you can't change pretty much anything on the FpcMotor for clients
ues MovementBoost or Disabled
you can't
pushing players is only possible by
- overriding position every frame (jittery)
- spawning a miniscule waypoint that only affects the player with fake sync (complicated)
yes but they have to be above ground for that to apply
plus it accelerates
- fall damage
? do we have waypoints?
WaypointToy
are you mean this?https://github.com/marchellc/ScpSlAssembly/blob/4cad652591ef45c21b4ba60e43fe81a78344f8f3/Assembly-CSharp/RelativePositioning/WaypointBase.cs#L7
this shouldn't be Public
at all
but even we have waypoint how to make it affect on player?
This is 100% in violation of the usage lol
not my repos
doesn't unity prohibit the uploading lol?
im more curious on this
you make a waypoint toy so small attached to the player
transform.parent?
there's already a mehtod
what
Waypoint = WaypointToy.Create(Owner.Position);
Waypoint.BoundsSize = new Vector3(0.1f, 0.1f, 0.1f);
this is what i do
and then i just push the player back
by moving the waypoint
i cannot show you the code because of licenses
i have
but it works in this way
and then you destroy it
honestly why do you upload this if there's a decompiler built into your IDE
not my repo
ah
idk why but github have it
we're DMCAing them ๐ฃ๏ธ๐ฃ๏ธ๐ฃ๏ธ
and i cant touch my computer currently
right
soo why we have waypoint
I mean why nw add waypoint
elevators
?
not transform.parent?
this video explains why waypoints exist
im in china and I cant access youtube sadly
np
like this?
maybe don't use a rigidbody
wtf is this url
okay
cant work
i see a red block fly away
if (velocity.magnitude < 0.1f)
{
velocity = player.CameraTransform.forward * 5f;
}
else
{
velocity = velocity.normalized * Math.Max(velocity.magnitude * 5f, 10f);
//velocity.y = 0.3f;
}
w = LabApi.Features.Wrappers.WaypointToy.Create(player.Position - velocity.normalized * 0.5f,networkSpawn:false);
w.BoundsSize = new Vector3(0.4f, 0.4f, 0.4f);
w.VisualizeBounds = true;
w.Spawn();
StaticUnityMethods.OnUpdate += StaticUnityMethods_OnUpdate;
Timing.CallDelayed(WaitForDoneTime, () =>
{
if (fpc != null)
fpc.Gravity = originalGravity;
StaticUnityMethods.OnUpdate -= StaticUnityMethods_OnUpdate;
w.Destroy();
});
return true;
}
public WaypointToy w;
public Vector3 velocity;
public void StaticUnityMethods_OnUpdate()
{
w.Position += velocity * UnityEngine.Time.deltaTime;
w.UpdateWaypointChildren();
}``` cant work
eula violation
yes but whats the method to hide the whole armor
WearableSync
can someone tell me how to push players?
checking now thank
where can i get models and rooms prefab
you can't get rooms prefabs on the server nor spawn them
for unity
AssetRipper
how can i use
why
?
what
Is there a way to get the player's speed like in overwatch gui?
Velocity
thanks
???
look up "assetripper" on google and use that to extract the rooms
Or there is a server that has blender or unity ripped ones
Hi
Hi
Yes
I donโt remember the command
Set up a github action for it 
/extract 
hi
i want to learn to create plugins
can someone help me?
if it is done well i could pay
!c#
i'd suggest watching a course on C#
there are some good ones that are a few hours long
thanks
np
we got this 
Is there a way to get what damaged the player in the PlayerEvents::Hurting Event?
if(DamageBase is StandardDamageHandler handler) handler.Damage
"get what damaged the player"
oh mb
then you have to check the type of damage handler overall
I think there was a way to get the damage string
like the id of the damage and the other less important stuff
AMN
DAMN
I think there is another way
a lil faster one
The server metrics stuff
yeah I found it
yeah you can use that too tbh
And it's faster than checking the handlers\
cuz it gives you the Id of the damage
so guns have 9 I think
so if the id's 9 then it needs to be a firearm
i canโt remember why i didnโt use metrics tbh
It's a lot more confusing
and also likes to break things a lot
Plus overall handlers is cleaner to the eye
hi chat
heyo
idm
Hi ๐
Currently waiting at least 3 hours at Fรผzesabony cuz we missed the connection because of the delay xddd
we love 80-as vonal
should've asked the conductor to make the train wait
-# can't do that if the connecting train is higher rank 
Good to know that bruh
How would SCP3114DamageHandler get the Subtype SkinSteal?
Also what's the damagehandler for MicroHID exploding?
Turns out metrics change and don't do good as a damagetype identifier
Hiii chat
MicroHidDamageHandler
Not bad
Nice
Today i've realized that server metrics aren't really a reliable way to check damagetypes
btw i see you are working for an API
Yep
if you want to check the damagetype is for overcharge check for disintegrate
Alrighty
Quick change and now it works
eww regions
Before I separate it into separate functions and stuff
that way I don't end up reading the code 30 times to see if I'm checking for for example scp1509
have you thought to use switch cases for the damage handler?
i don't think it's more readable
more clutter tbh
you can already collapse the else-if using your IDE
we agree on something, that isn't basic shapes 
why does it take 3 clicks on the X button to close unity
because unity ๐คทโโ๏ธ
you're doomed
no

make italy simulator
There's an RP game of the city where i went to school on roblox
and ngl it was fucking the same
lol

just wanna learn more of the networking and mirror because so i can mess up more with SL

MicroHidDamageHandler {Disintegrate: true} => DamageType.MicroHIDExplosion,
MicroHidDamageHandler microHid => microHid.FiringMode switch {...}
i love pattern matching
btw i forgot to ask how you doing and GM :3
you are scared of talking???
let me remove the woman section in my bio so you can be safe lol

infume reference
Personal experience im scared of myself
How would the ExplosionDamageHandler get Explosion type Disruptor?
DisruptorDamageHandler?
that
and explosiontype has
But like what exactly makes the explosiondamagehandler have the disruptor explosiontype?
What's the best way to get a player's badge color in hex format
i.e. if I have a player with a pink badge how do I get #FF96DE
Misc class has it afaik
๐
That didn't end up working since idk how to get Misc.PlayerInfoColorTypes from UserGroup but I did find another way
string ownerColor = perkOwner.ReferenceHub.serverRoles.CurrentColor.ColorHex;
This is how i did it
https://github.com/KadavasKingdom/LabApiExtensions/blob/main/LabApiExtensions/Extensions/DamageExtensions.cs
{
public Dictionary<ushort, ItemBase> Items;
public Dictionary<ItemType, ushort> ReserveAmmo;
public InventoryInfo()
{
Items = new Dictionary<ushort, ItemBase>();
ReserveAmmo = new Dictionary<ItemType, ushort>();
}
}```
For what does the key ushort stand for in Items? ItemBase already has the serial
Is it the slot number or something like that?
Amount
I'd assume
eg 1000 ammo
or 1 ammo
Couldn't the amount be in bytes?
Oh you mean for Items
yes but where is it being used
you could use InventoryRoleInfo as a replacement
the other one seems to be of a player and would allow checking for a specific serial via dictionary call rather than FIrstOrDefault and checking serial
idk
in a specific players inventory?
but I'm checking all the players for that item
I didn't read this correctly
imo a single dictionary call is more efficient
but yea
(also it gives the labapi not basegame so thats a bonus)
Yes
sadly no more than 55565 serial
65001*
you..
so thats why the ragdoll as always spawned with 1
no thats a bug lol
ik i just joked about it
also its not 1 its 0
you gotta save on serial resources, it is limited
or 1? idk
fix lab api 
cant fix something thats perfect 
sure...
Sparking zero my beloved
real
"Look at my perfect form its perfect"
*"check out my perfect form, its perfect!"
it wasn't look at my perfect form
am i going crazy
thanks :3
https://www.youtube.com/watch?v=oRM-myGGZTE
Ngl tho this remains probably the funniest thing connected to Cell with ballin cell
P is for priceless, the look upon your faces
E is for extinction, all your puny races
R for rrrevolution, which will be televised
F is for how f**ked you are, now allow me to reprise
E is for eccentric, just listen to my song
C is for completion that Iโve waited for so long
T is for the terror upon you Iโll bestow
Hm hm hm my name is Pe...

Hiii chat
Hiiiii
Does OnReceivingVoiceMessage also get triggered when a radio that's on the ground receives a transmission?
i don't think so
you can test it tho with a dummy
I'm not sure
let me check the source code
Can I make a dummy execute a command?
yea every command
just for RA use / and for console use .
yes
i think
because, it is a voice message that a user receives
ยฏ_(ใ)_/ยฏ
but maybe im wrong
Question still stands

nah just a simple question
thats it
lol
just really old stuff
How does the radio that's on the ground play whatever's happening on the Radio VoiceChatChannel?
I cannot find a piece of code that would play the audio received
Hello absolute gigachads
Does one know why voice chat decides to dip when there are a lot of players?
cuz
loud
total voice loudness cannot exceed 5
(a single person's loudness is usually 0-1)
if ur trying to disable grounded radios based on custom items. donโt bother as i got told there is no specific code for grounded radios
what i did was just disable the radios and put a speaker toy on them
yo question aside from SL but more unity
why tf HDPR looks like this
https://i.e-z.host/๐/ht74hk0c.png
on the scene is this normal??
ive been wondering this question for ages
nobody gives a fucking straight answer
on how to fix it
client issue afaik
and thus your fix includes: remaking the client
Uhh you have to do something with the visual
You have to enable the shadows
I mean make them be processed
I forgot how to do that
But it's in the graphics tab or something
It's the best idea I've ever heard
you have lighting off in the editor
i fixed it ages ago
Any way to make Pickups not look so jumpy when moving them? Feels like their physics run slower than everything else or sth.
I basically want to glue a Pickup to an object and move and rotate that object around with the Pickup staying glued to it, no falling or lagging behind etc
good luck
What is the object that will be following the pickup? All pickups have a NetworkIdentity, so if it's a toy, you can just parent it and it will follow it perfectly.
I'm doing that for a primitive object following a pickup
I'm stupid it's the other way around

Does the pickup need to be visible?
If not, you could use an interactable toy and have it give you the item on SearchCompleted
Other way around
I have a PrimitiveObject that i move via Animator and i want the Pickup to follow that objects position perfectly
Pickup needs to be physically visible yes. I dont care about the picking up part, i can deny that via events or such if i need to. Noone needs to be able to pick it up
@tulip kiln @plain gazelle it's not possible currently: #1416148591205941378 message
At least not unless you do some janky shit with waypoints
:(
Ye the pickup not reading the new physics stuff, alternative is waypoints
if only there was a way to get rid of them
Honestly guys i got into developing my own game, its looking good, the thing is BRO i suck at fucking coding games, like im 10x times better modding
and i enjoy it more
- i develop in a modular way that i don't think its the correct approach for unity
lol
but still i made a triangle 
in 2 seconds
get it onto the official supported resources for admin toys 

there's already a petition to add it
We SHOULD
because SOMEONE believes that triangles can be made with cubes
and have the same impact
Triangles cannot be made the same way with cubes... unless you kill half of a square, NW has it but modding doesn't
Plane triangles are different from traingles they are quads but triangle why i asked for this? because they are the basic of how Graphics can be made
and from there you can build a 3D triangle etc....
so many shapes could take form...
just upvote it so nw knows what a triangle is 
SL feels kinda of blocky sometimes with map editing, or the corners are painfully done
(Obv this is not done for attack or anything, just im taking the situation with Irony)
Better issue than trying to add extra hitboxes to things for no reason
it's just the way rooms are done, they mostly abide to a specific shape/size so map gen is easier
makes things a little blocky
obv
Try DOTS ig
wanna see what i developed?
i was gonna start making the gun system
Here's your triangle
but then figure it out its a stupid idea continuing the project
I need to continue mine but I'm starting a second job soon
and have vacations in 3 days 
What are you on about though
Why is a triangle different from a "plane triangle"
Both are 2D
Map editing doesn't have triangles... they only exist in quads
its just one face
Yeah
btw this is what i developed
the thing post processing is one by default fucking hell
Why would a regular triangle have more than 1 face
i hate it
now add waypoints to your game

nah it works with a quake similar system
so
why r we still arguing abt triangles
SL could just give client mods
its the most upvoted suggestion

if ts dont get added then we know how to play it
https://i.e-z.host/๐/5r2u3msy.png
btw this is smashing the sl standards of upvote
I'm the 12th one
crazy
ngl im tempted to do at everyone on the tourney server and asking all tryharders to upvote it 
just make the 100th SL clone currently being developed
FR
but SL clones are boring asf
That's why I'm steering mine away from SL
You'll be able to fully remake SL inside it through modding if you want and I honestly probably will make a similar-ish mode, but I'll also give free reign to the players to do w/e they want with it
There's too many SL clones... SL is decent compared to half the other crazy shit
no point
Like with this my idea is making a doom type of game where some enemies can be attacked only when the player is inside the subspace or puzzles to be completed in that dimension
that's the joke
I use it to experiment without fucking over assets on the main one
When i experimented i didn't worked at nw
I already have some ideas and PoC that can be integrated but have to be approved
i made it in 30s but appreciate how funny it is
just hope it ends with the triangle loosing so it gets implemented

It has to be approved 
We won???
Ye ik
Most of them aint big, it just small easy things and improvement
๐
the triangles
hop on to my project, I plan to allow mods to add custom models & such

bro you never gave me anything lol
and if its in unreal im sorry but idk how to mod in unreal
He gave you wisdom
Oh i forgot lol
it's meant to be friendly
crazy...
Like u
modding friendly developer???
awww thanks :3
I meant as crazy but
btw when searching plane triangle i found this
still a compliment
yeah I have thousands of hours in gmod and I'd hate to make a game based on a gmod gamemode without being fully modder friendly
Cinema
honestly im not amazed
Sad that I have too many projects and cant stay on one game engine
it's fun
to just understand better the language
Haha
not planning to personally but maybe one day
tbh the game i'm making was a prototype that got me my first job
i could develop it in ARM Assembly 
And I only started that prototype because I was pissed at how SL was handled 5 years ago


PLEASE tell me something
hitregs
are they bad or good
SL's? or do you mean in my project?
Others made it in C# but either end up calling C++ still (fucking why??? godot) or the editor sucks and doesn't support loading data assets easily (stride)
your project the current one of SL are dogshit
Haven't reached that part yet but they'll be fine
I've done it on a handful of released multiplayer games I've worked for with no issues
SCP:SL 2

I'm targeting 64 players stable
thats crazy
255 stable players
i've managed for lars to get 200 players
on a server
but he never did the live stream
Lel
100 players is "planned" whenever the game's out and i've got time to tinker and reach that number
That would target 30FPS on the server but it would still run smoothly enough
ngl better culling 
obv???
Wdym obv
like SL doesn't do culling for some objects all the once with NetworkIdentities
Server could cheat
Crazy

Also going with 100% Steam
Finally
that way I don't have to handle some other platform
no central servers, any backend the game uses is optional and would run fine without
Please dont add discord shit ass rpc
why not?
Idk
actually curious
I hate it
I love it
so people can see im playing a game and still didn't die
Especially when some other mod add it and its "required"
ok thats bad
fucking discord i type trolling and thats the first thing
I dont share what games I play or what thing im on
I did before but like not anymore
fun fact because of discord RPC, someone joined during the tournament testing

Hope you have a better dedicated server than most unreal engine multiplayer games I've seen
Dedicated server
Windows executable, which means wine is required
That's just devs being stupid af and not releasing a Linux build of the server
If can be disabled, idc, but if its necessary well fuck no
which is like, you just need to install the linux cross compile toolchain on the UE website and you can build a Linux server???
no other work required
Same as on Unity
Yeah won't be necessary that'd be dumb
I've seen some pretty poor dedicated servers in general
The Stationeers dedicated server has broken stdin on Linux meaning you can't type console commands and you have to rely on serverrun via shared key
I seen same but only linux
Did you know that just a simple triangle won't let you build an arbitrary mesh so easily
Since all you can do is scale, position and rotate
I'm sure you can figure out how to make optimized custom-shaped triangles, just letting you know
I was like, thanks bro but im not on fucking linux let me host on my own pc too
don't worry what im gonna do with a triangle
i can build the world with it
i love triangles
docker desktop or wsl
it's easier to run Linux headless servers on windows environments than windows headless servers on Linux environments
Wine is extra bloat that is not required
wsl is one of the lightest hypervisors how the fuck is your pc so ass it can't handle it
I broke virtualization in 2022
Show it then
Can't run any vm
L
Make a world from one triangle mesh
You have unity
pyramid head
Even then the stdin issue the Linux server encountered with Stationeers is probably so trivial to fix I could probably do it with a bepinex plugin
Bepinex in unreal?
new cosmetic
What????
stationers is a unity game, I was replying to the stdin topic
ah
Ohhh
And that was just the most recent message
I mean I'll probs take a look at what it'd take to add stdin
Bit confusing but that's conversations in an active channel lol
but otherwise I'll add an easy way to communicate with servers
A custom console window
do it like minecraft with bridges
and channels
But Minecraft doesnt have bridges
minecraft has a sort of convention for bridges
yes it does
Whats the block id?
how do you think bungeecord can communicate with a spigot server
minecraft:stone_bridge
or a vanilla with bungeecord
The home of Spigot a high performance, no lag customized Bukkit Minecraft server API, and BungeeCord, the cloud server proxy.
That's called pluginmsg and it uses a socket connection that doesn't take a player slot
I'll probs add RCON or a websocket service you can enable
Ah uds sockets?
vanilla doesn't have the functionality for proxying to work unless you patch the jar
There's another one for Forge but i kinda forgot how it was named
Minecraft java uses TCP
I remember it did on older version
Lel
Remember for Java its kinda needed
UDP is a bit too unreliable and minecraft wants to be reliable
for how bad coded it is
There's NeoVelocity for NeoForge
they can just write a reliability layer on top of UDP
bedrock's networking is decent, it's just the issue that everything else isn't reliable
doesn't matter that it's Java
also it's not hard to write a packet syncing layer on top of udp
As seen others did this
you know that 90% of dupe exploit works because of how bad coded minecraft UIs Are
I mean Mirror does
so
Photon does it too
Bedrock trustest the client TOOO much
I think steam / epic do it too
Unreal does it too and probs every networking lib worth its weight
enet is a common one
http://enet.bespin.org/
Well a normal udp socket doesnt really
Free ddos protection is based
wtf is SDR
Sdr
Steam networking sockets is udp yea
Socket Dela, System
RADIO???
steam datagram relay
Software-defined radio (SDR) is a radio communication system where components that conventionally have been implemented in analog hardware (e.g. mixers, filters, amplifiers, modulators/demodulators, detectors, etc.) are instead implemented by means of software on a computer or embedded system.
A basic SDR system may consist of a computer equippe...
the disadvantage with steam networking is that it requires the server to use the steam dedicated server functionality of the sdk
And depending on the quality of the bindings it could be absolutely crud
you can always make your own
Or you can just emulate it
and so?
i'm planning to make my own plugin for it because the existing ones suck or annoy me too much
ยฏ_(ใ)_/ยฏ
like we LOVE Gaben
I'm just being sour about shitty bindings
I think what valve offers for gamedevs is awesome
Given I have a steam appid and I am working with a few friends with the intention to publish a game on steam
There is always shitty bindigs
I just like that it'd allow dedis to be protected from ddos & allow players to easily host listen servers to play with each other without renting a server
or having to open ports
godotsteam:
Godot already suck on C# side
Also the person we have doing audio specifically wants a solution like fmod or wwise
We're using some fmod bindings and the extensibility of the emitters is piss poor, I'm gonna most likely do a pr to implement signals for programmer callbacks
For dialogue stuff
C# in Godot 4 is still very much in beta but at least it uses a newer version of .NET than Unity
Unity is still stuck on mono/framework
Godot 4 just legitimately uses .NET 9
Y'know how many game engines I tried that made with newer c#?
Godot 3 uses mono and it's C# bindings are stable
right now most effort with C# is going towards bringing back web support for C# in Godot 4
Ah yes let me CALL THE ENGINE when you make a godot array
I dont enjoy c++ and whenever I have to work on it it just extremely bad
I'm not gonna install 60 GB of game engine for 2GB of game thank you very much
Wanna support ipv6 and ipv4? Fuck you!
you do you
I have 2Tb of different Unreal installations for work & my own project

Also a fun fact about gdextensions on android
debug builds are kinda fucked
And it was only semi recently fixed
Also when the fuck are the Godot docs gonna get documentation for how to use stencils
Never
I still don't like godot pushing C# away because their own scripting language doesn't support it





