-
Content Count
318 -
Joined
-
Last visited
-
Days Won
29
Everything posted by icanttellyou
-
Whack. Must be a bug in the macOS platform implementation and not something else.
-
Intel or Apple Silicon? Also plugins don't do anything in the launcher
-
How to port forward a server via playit.gg?
icanttellyou replied to QuocBaoLinux's topic in MCGalaxy
You don't. Unless your reverse proxy service has a proxy it won't be listed on the server list. -
Install updates and make sure TLS 1.2 is enabled.
-
I'm sorry what? Increased GPU usage from a server software???? Sure memory usage would increase but it shouldn't cause entire memory leaks as the logs are flushed to disk immediately.
-
What do you mean crashes? Do you have logs? What operating system are you running the server on?
-
You want to disable logs? WHY!?!?!?!??!?
-
can classicube read .mclevel files?
icanttellyou replied to ahhhhhhhh1587's question in I Need Help!
Yes, ClassiCube supports all types of Minecraft Classic levels. Pretty sure you can also open Minecraft Indev levels as well. -
In what folder is ClassiCube located at and what is its path (you can censor the username if it's in your user folder)? Because from what it seems it looks like it doesn't properly get the program arguments when launching. You can also try updating ClassiCube to see if it fixes the problem.
-
Not through headers but using the WebSocket specification to send compatible WebSockets
-
No, the packets are still TCP. The difference is that the data for the classic protocol is wrapped in the WebSocket header.
-
WebSockets just wrap the protocol communication through HTTP-like headers. You may need to implement WSS proxy support, and there isn’t really documentation for that An easy way to probe for HTTP/WebSockets is to check if the first byte of the packet starts with G, and if it does then transition to using a WebSocket handler to then read/write data as usual
-
They aren't talking about Chromebooks, they're talking about special computers made for the Argentinian market which I'm pretty sure run their own Linux distro and not ChromeOS
-
Delete options.txt, this should reset the system font used in the launcher. (why does it still use system font on pc whilst console ports use goodly's font?)
-
Have you heard of Pussiant Royale? Because that's basically what you want.
-
It is possible to use newer C# syntax and libraries when running on the .NET Framework 4.0 runtime, although that is up to C# 7.0 and not anything newer. It is possible to compile and run MCGalaxy for .NET 8 and it will function mostly the same, albeit you have to manually set it up so that the compilation commands work, and even then a plugin or command might not properly reference .NET 8 assemblies and thus have to add //dotnetref Library.dll to the top of the plugin file along with the normal //reference LibraryFoo.dll lines you would use with .NET Framework. Also MCGalaxy 1.9.5.0 is out, it's just that Unk hasn't gotten to making a GitHub release.
-
What would the point even be? There is no item system that is required for this to even function in the first place.
-
This thread is dead for a reason.
-
I am not going to learn Spanish just for you (had to use machine translation to understand your post), please speak English in the chat. Also the mute is for 2 weeks, not permanent.
-
Does MCGalaxy allow for saving in .mine/CW format?
icanttellyou replied to Dexrn's question in I Need Help!
The MCGalaxy and by extension the MCSharp/MCLawl/MCZall/MCForge (not redux, that uses it's own level format with 16bit block arrays and without the extension data) level format is documented here. Besides that, MCGalaxy does have a framework for exporting levels to different formats, although that never ended up being used. -
As if anyone wanted to know that this player who only griefed on my server is a griefer elsewhere due to supposed proof which is someone else "eavesdropping" using a camera... Unless someone /report-ed them I won't do anything about it.
-
This is honestly out of scope, as that also would require a ClassiCube plugin and would also require a ton of work to make such a plugin.
-
Error when logging in+ (windows 98. First classicube startup.)
icanttellyou replied to Onwin98's question in I Need Help!
Try using latest nightly build which you can get from Github Actions (note: it requires a Github account). It fixes issues with SSL on older versions of Windows. -
I have chosen to write the plugin from scratch. You can see my implementation here. I have only implemented the first change as I didn't want to bother storing options for each player in regards to settings. In addition because of how I implemented the plugin existing player data is incompatible. Along with this you can make it so players don't join back to certain maps by adding -lastpos to the MOTD.
-
public override void Load(bool auto) { OnPlayerFinishConnectingEvent.Register(HandleOnPlayerFinishConnecting, Priority.High); } public override void Unload(bool auto) { OnPlayerFinishConnectingEvent.Unregister(HandleOnPlayerFinishConnecting); } private void HandleOnPlayerFinishConnecting(Player p) { if (!LevelInfo.AllMapNames().Contains(map)) { p.Message("&WThe map you were on no longer exists!"); return; } Level lvl = LevelInfo.FindExact(map); if (lvl == null) { if (!Server.Config.AutoLoadMaps) return; string propsPath = LevelInfo.PropsPath(map); LevelConfig cfg = new LevelConfig(); cfg.Load(propsPath); AccessController visitAccess = new LevelAccessController(cfg, map, true); if (!visitAccess.CheckDetailed(p, p.Rank)) return; lvl = LevelActions.Load(p, map, false); if (lvl == null) { p.Message("&WFailed to load the map you were on!"); return; } } bool canJoin = lvl.CanJoin(p); //We are joining a level right? As it's not the main level. OnJoiningLevelEvent.Call(p, lvl, ref canJoin); if (!canJoin) return; p.level = lvl; } Most of it is fluff for checking if player even has permissions to be in the map they were on or if the level exists and to load it if not loaded. Also this snippet doesn't work as-is because I have yet to complete the plugin, which is for making player join at previous location.