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Help / Re: Dedicated server: Memory buffer overflow errors
« on: October 17, 2013, 06:32:20 PM »
This is probably caused by an add-on. Please post the console log if possible.
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QuoteWARNING
This is a beta release. Things may not work as expected. Please report bugs you encounter. This is not complete. This is not for inexperienced users.QuoteQuote from: Change Log (v3.8b1)
- ADD Bot Team Filling: Bots will automatically be added or removed from a team to keep it at the desired number of players. For example, a 6v6 TDM with only 7 actual players would have the remaining 5 slots filled by bots.
- ADD Bot Pathing: Place node bricks around your build (seriously, at every corner) to allow your bots to travel between objectives.
- ADD Added spectator teams.
- ADD Added per-team kill hiding.
- ADD Added Slayer page to default help menu.
- ADD Added minigame color selection.
- ADD Added option to allow immediate team joining. (no swapping required)
- ADD Created an option to change the location of Slayer bricks in the cart.
- ADD Added release channel system.
- GUI Moved some options to main Team panel from Advanced panel.
- GUI Added GUI help popups.
- GUI Added Slayer button to the Blockland Options menu.
- BUG Fixed onMinigameReset being called multiple times.
- BUG Fixed some cases where the minigame could not be edited.
- BUG Can now attempt to swap with someone on a full team.
- BUG Fixed the "allied teams never-ending round" issue.
- BUG Team shuffle now works when the max players is set.
- BUG Fixed cases of GUI not loading.
- PREF Reverted default team shuffle mode to "New Team Every Time".
- CNG Slayer bricks appear in the Special tab by default now.
- CNG Self Deletes are now added to the death counter.
- CNG _victoryCheck_Lives callback can now return -1 to indicate continuation of round.
- CNG Slayer_MinigameSO::endRound now accepts reset time of -1, which causes minigame to not reset.
Downloading this update will force you into the beta release cycle, which you can opt out of by accessing the Slayer options menu from its new home in the Blockland menu GUI.
And you just know they're gonna use it anyway.Yup, that's how it goes.
If the configuration is re-directed to /My documents, what will happen to hosting services? Is there any way you can direct configuration files to the usual folder?
WARNING
This is a beta release. Things may not work as expected. Please report bugs you encounter. This is not complete. This is not for inexperienced users.
- ADD Bot Team Filling: Bots will automatically be added or removed from a team to keep it at the desired number of players. For example, a 6v6 TDM with only 7 actual players would have the remaining 5 slots filled by bots.
- ADD Bot Pathing: Place node bricks around your build (seriously, at every corner) to allow your bots to travel between objectives.
- ADD Added spectator teams.
- ADD Added per-team kill hiding.
- ADD Added Slayer page to default help menu.
- ADD Added minigame color selection.
- ADD Added option to allow immediate team joining. (no swapping required)
- ADD Created an option to change the location of Slayer bricks in the cart.
- ADD Added release channel system.
- GUI Moved some options to main Team panel from Advanced panel.
- GUI Added GUI help popups.
- GUI Added Slayer button to the Blockland Options menu.
- BUG Fixed onMinigameReset being called multiple times.
- BUG Fixed some cases where the minigame could not be edited.
- BUG Can now attempt to swap with someone on a full team.
- BUG Fixed the "allied teams never-ending round" issue.
- BUG Team shuffle now works when the max players is set.
- BUG Fixed cases of GUI not loading.
- PREF Reverted default team shuffle mode to "New Team Every Time".
- CNG Slayer bricks appear in the Special tab by default now.
- CNG Self Deletes are now added to the death counter.
- CNG _victoryCheck_Lives callback can now return -1 to indicate continuation of round.
- CNG Slayer_MinigameSO::endRound now accepts reset time of -1, which causes minigame to not reset.
But I already posted that!
Neither of those are counterexamples. They're not clients and the BL_ID placed on them is the BL_ID of their owner.In all honesty I can't remember my reasoning for it anymore.
Also, to my mind, saying "et cetera" after only two examples means you don't actually have a third.
Code: [Select]function AiConnection::recycle(%this)
{
if(isObject(%this.minigame))
%this.minigame.removeMember(%this);
//snip
}
.. wow, really? I wrote something almost exactly like this not too long ago - just doesn't have the tagged string removal part.
function GameConnection::forceEquip(%this,%slot,%item)
{
%player = %this.player;
if(!isObject(%player))
return;
%item = (isObject(%item) ? %item.getID() : 0);
%oldTool = %player.tool[%slot];
%player.tool[%slot] = %item;
messageClient(%this,'MsgItemPickup','',%slot,%item);
if(!isObject(%oldTool))
%player.weaponCount ++;
}
Don't add BL_IDs to bots. Even if it works it's just bad practice.
//Creates an AiConnection and adds it to the minigame.
//The bot is not tied to a specific brick and is instead tied to the minigame.
//@return objectID The newly created bot.
function Slayer_MinigameSO::addBotToGame(%this)
{
//Blockland crashes when ~3500 AiConnection objects have been created.
//We need to recycle them when possible.
if(isObject(aiRecycler))
{
for(%i = 0; %i < aiRecycler.getCount(); %i ++)
{
%ai = aiRecycler.getObject(%i);
if(%ai.bl_id $= %this.creatorBLID || %ai.bl_id $= "")
{
aiRecycler.remove(%ai);
%bot = %ai;
break;
}
}
}
if(!isObject(%bot))
{
%bot = new AiConnection();
}
%bot.bl_id = %this.creatorBLID;
%bot.isHoleBot = true;
%bot.isSlayerBot = true;
%this.addMember(%bot);
Slayer_Support::Debug(2,"Slayer_MinigameSO::addBotToGame",%bot);
return %bot;
}