Dont think that it will be done since the value is read from the playfield.yaml. afaik you dont really need to restart the server just the particular playfield server
Hmm.. Ok, I'll give that a try. So far just leaving the playfield, changing the value and waiting for the pfserver to unload the playfield doesn't do it, but restarting that pfserver just might.
Nope, reloading the pfserver doesn't do it. Even tried relogging after that. It requires a restart at the moment. There must be a flag for each playfield in memory that is only set at startup. That's what would need to update for this to work. That info would also have to be sent to the clients as I suspect they keep a similar list in memory.
@here The mod-api will change in the next weeks. Please check the EXP-Versions and update your mods accordingly (mostly new functions, so you would just need to implement the latest dlls). I will soon give you a little overview of what is planned soon.
is it possible to get an access via network? My thread: https://empyriononline.com/threads/dedicated-server-questions-about-api.68500/
Hey, only if you create your own mod that gives that kind of access. You might want to check also other existing mods.
Is it possible at least release an opportunity to use via telnet all commands, which usable now only via in-game chat? Probably it should be cheap in development.
Sounds very sad. It will be no Linux server[1] until game die (stop development = die of game), it will be no way to run still alive(be in development process) moded game without virtual studio/c#/Windows. Looks like[2] nobody wants to write this feature [1] https://empyriononline.com/threads/dedicated-server-questions-about-api.68500/#post-340522 [2] https://empyriononline.com/threads/feature-requests.13837/page-5#post-340539
I know several game developers, and all them has biased opinion about size in the market of game development world. Cloud computing much, much larger than game development world. Game needs more community support, but default developer in 2k19 is developer for Linux environment, which don't have experience/or don't love in C# / Windows. And of course don't have visual studio in home PC. API should be user-friendly for developers outside game development word.
The new API is very user friendly but you still need to work with our way of providing the api. You say you dont want that and see that as a time waste. Then the issue isnt the developer but the user
For Windows/game developers. But biggest part of coders today work outside gamedev/C# And support only visual studio is not user-friendly approach in 2019, sorry.
Please implement everything what works inside in-game console inside telnet console. I can commit to create(and support) for it cloud-developers friendly API, if you'll provide access to in-game API via telnet and promise to support it. I never seen your code of course, but probably provide a network access to in-game console will be cheap for your team. Look, you created a wonderful product, a lot of people created a thousands of CV, SV, BA in your workshop. It happen because user-friendly creative mode in the game exist. But with current API, you implemented something which is useful for only game developers. Each programmer outside gamedev, especially from clouddev like me, will not use it, or hate to use it - please bealive me.
As said Telnet should be avoided. Its old. Its a security risc. If you want to use our API you have to use C# Anyone can develop with C# non of the modders here are game developers. There just players who play the game and have an understanding of C# with abit of googleing... What your asking for wont happen. You have the API and thats where the player can work with. Code: For .NET code to be able to run on Linux, you need a version of .NET that is compatible with that platform. Full .NET is windows-only, but there is the Mono framework which runs on Linux. .NET Core is also being ported to linux. Neither Mono or .NET Core supports the entirety of standard .NET. For example, neither will let you run a WPF application. So as long as your code is compatible with one of the aforementioned frameworks; yes, you can run it on Linux.
Sure, it's security risk. You can launch it by default in 127.0.0.1 It's not user-friendly There are no any problems to understand C# code. There are problems to commit to support C# code if you develop to other platform. I don't want to write and support my mod for game in C#. I want to write it Python or Golang. Look, if you're check chatbots - usually people don't write it in the C#. But advanced bot - it's what I exactly going to write for a game. Grep sources != code & support. Even write code at once != commit to support mod in the future. I don't want to commit to support for C# code. It will not increase my future salary.
That isnt our concern. Again not a Developer issue but a user issue. You want it your way. It doesnt work like that. Our whole game is written in C#. Modders like @Jascha @jmcburn @Exacute all write there mods and tools in C# without any problem. There other modders around who manage fine. Many of those modders would like to do it rather on Linux aswell. Afaik non of them is a game developer Thats a personal opinion. I only hear good stuff about the new API. Its up to you. Either you use our way or you dont. But were not going to change it because you dont like it> Telnet is a dieing platform. We just cant provide all kinds of ways so every language is supported.
Sure, it's standard language in Gamedev. Most popular. They don't have a choice. C# is not very popular outside gamedev. It has usage in corporate environments, but nobody in cloud dev use it (somebody can use, but sometimes even games somebody write using Python). I can write a wrapper around your telnet and provide an access using something very standard in cloud dev, like REST API. So, my bot will use this interface.
Then do that. There are more people who write a own platform around our API. We just wont develop Telnet. You have to deal with the commands you currently have