Space for mod related issues
Fri, May 24
A modder who is making a mod that creates random events could broadcast to all listening RCON clients of the server that an event is happening. Some server owners would like to have RCON notifications of those modded events happening in game and this would allow that.
I hope so, I believe it's just waiting for green light from legal
I'm sorry to disturb but can we expect it anytime soon so we could start using/porting it already and release it when it's officially released?
Please specify what you need this for, thanks!
Thu, May 23
Oh no as in so we can make our own in script.
As in call rcon commands from script when beeing the server instance. Similar to servercommand in Arma 3.
Wed, May 22
True, for owners of private servers, there should be different options that provide the ability to specify both strictly required modifications to connect to their server (breaking this list is an exception from the server, an integrity violation or a mismatch is an exception, as is done in equalmodrequired now). Also, there must be an option that indicates modifications that are not required to connect the player on the side of his game client, but can be connected on the server side of the game (this is extremely convenient for people who make minor changes to the server side of the game in their own mind).
Yes, in the current form sigtarurechek performs its function, but not as we would like, and it does not provide decent protection. And connection equalmodrequired forces even purely server modifications to distribute for the client of a game that automatically leads both to distribution of individual developments on the server, and to superfluous problems in the form of the excess mods which are not necessary for players.
In addition to the above, there is also another problem. People entering from the game browser inside the game on the server with modifications simply kick with them, and rarely one of them can understand at least why. There is no way to indicate even the server page to such people, let alone to indicate to the player why he is excluded and what is wrong with his side. As a rule, such people simply go to look for other servers, thus online on servers that can be made interesting and unique, simply lost, and the server is forced to close.
Tue, May 21
When the logs cycle and add to the file count, it will not be good enough
I believe that such restrictions should not be on the server side and on the client side for the single player mode (offline). In any case, I do not even see the reason for such restrictions, it creates additional difficulties in working on the game and its code for everyone who tries to create their modifications in any way. But if you have a need for this kind of thing, I would advise you to simply add an optional parameter to the configuration of the server and the game client that allows you to either remove such a lock or specify its size. This would solve a lot of questions and problems for both the authors of the game, as well as for the authors of modifications.
i understand that on user side there have to be limitations, and solutions against abuse have to be found.
A devmode parameter will not be sufficient to resolve the max file count issue, as the general user does not set launch parameters to join servers.
Mon, May 20
Sun, May 19
Fixed in 1.03.
Sat, May 18
it is posted Feb 14 2019, 8:34 PM
Devs, why this don't fixed?
Fri, May 17
What jacob is suggesting sounds like a good compromise as having my mod in a folder is okay but base game is still all over the place.
Also, it does not show inventory in case if you create physics on the object using dBodyCreateDynamicEx and after 15 seconds that physics geometry will respawn/destroy itself so you can not open inventory of object any more
Thu, May 16
Fixed in next 1.03 iteration
This seems to perform well enough atm so we will release some use examples soon for you to fiddle with