8/3/2023 0 Comments Stonehearth multiplayer saves![]() ![]() There is a bug with the existing argument parser where if it sees a number, it tries to read the whole thing as a number else it reads it as a string. you can then bind to radiant:new_game to execute your own code on a "black" screen. if you set multiplayer.remote_server.ip to a value with characters in it, it will lock the game up and not connect to remote server. ![]() Maybe able to use dll injection to load in the player_id as host when the game loads. Assembly code kind of indicates this is where the save actually happens. 'radiant:server:save' exists, but crashes if called directly to the server. This is set when the host provider connects or when loaded from the server_metadata.json file for a save_game. There is a check on the server side to only allow 'host' player to execute the save. 'radiant:client:save_game' only works on client side. It defaults by retrieving for the world generation. In the stonehearth mod, there is already a hook for radiant:headless:init. Multiplayer.remote_server.ip doesn't properly work but it does change the ip if the user config doesn't already contain a value World Generation The commented out arguments in server.bat are ones that do not work properly. Print(inspect(getmetatable(someuserdata))) Command-Line Arguments Getmetatable(obj) to see metatable - may be useful for c structs
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