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1  General Category / Tech Support / Re: Alguém me ajuda? Problema de instalação on: April 26, 2014, 01:37:29 PM
Also a bump to a mod, this should be in tech support.

Done.  Sorry I haven't been as diligent a moderator lately. Smiley
Ah, that's fine Smiley
2  General Category / Tech Support / Re: Alguém me ajuda? Problema de instalação on: April 25, 2014, 04:40:46 PM
Also a bump to a mod, this should be in tech support.
3  General Category / General Discussion / Re: Fire TV... on: April 05, 2014, 08:15:21 PM
Hmmmm, sounds neat! And yeah, Terraria can be like that  Smiley
4  General Category / General Discussion / Re: Fire TV... on: April 05, 2014, 01:21:27 PM
Haha, that is sweet! Does it run well? I have not heard much about them.
5  General Category / Tech Support / Re: TUTORIAL: How to make a Mythruna Server on: January 29, 2014, 01:46:48 PM
I was going from this:
Quote
3.) Visit http://whatismyip.com which tells you your router IP address. type that into your address bar and hit enter. Then, a window should pop up asking for login. If you don't know these, the defauts are

...which gives you your external IP address from the web's perspective.
I haven't read it in a while, I need to re-do this post, I would think.

I am having the same issue.. When I enter into my browser my IP from whatismyip.com it shows up as "not available.." I've also tried my IPv4.. The same thing happens.


A quick note on this: as long as you are not hosting a website off of your computer typing your IP into the web browser will do nothing. Now, if you are running a mythruna server with the correct ports open it will.
6  General Category / General Discussion / Re: Things I'd like to share with you on: January 20, 2014, 02:39:32 PM
I really (really) want Mythruna to be Rift-compatible.  I have some VR gear from the olden days (VFX1) and it was lots of fun even back then.

When I imagine the RPG that I want to play, it's always been VR or better.  There are a couple people working to get JME integrated with the Rift and I hope to piggy back on their hard work and get most of it for free. Smiley

In fact, the recent engine separating "eye position" from "player position" and having the first be directly tied to the model relative to the second was at least partially motivated by free-look style VR support down the road.
Heheh, I had an opportunity to get an early dev version of the Leap Motion, which I declined due to not having enough time to do any dev with it, but I bought one soon after they came out and I would LOVE to see Mythruna work with that!
7  Development / Blog / Re: New years update January 2014... on: January 01, 2014, 09:42:32 AM
Thanks for the update Paul! Sounds like things are progressing pretty good! I can't wait to hear about the new plugin API so that I can make some plugins for the new version!
8  General Category / General Discussion / Re: Town conquest? on: September 27, 2013, 09:28:42 AM
Once a good API comes out I will make a nice mod for this Smiley It is a feature I would like to see.
9  Modder's Workbench / Scripting / Re: Battle Mod v0.1 on: July 10, 2013, 08:39:39 AM
So nh_99, I found you a nice error that you get on a server with the mod. Here are my steps on receiving the error:

1.) Installs (puts all the files in my /scripts folder)
2.) Starts console (all good, no errors)
3.) Joins (all good, no errors)
4.) Gets into game mode, opens inventory (all good, no errors)
5.) Puts the dummy in my hand (wait for it)
6.) Attempts to place (Stack trace below)

Code:
Todo:[ActionReference[1, BaseItem, Drop]]
java.lang.RuntimeException: Error serializing message
        at com.jme3.network.base.MessageProtocol.messageToBuffer(MessageProtocol
.java:82)
        at com.jme3.network.base.DefaultServer$Connection.send(DefaultServer.jav
a:499)
        at mythruna.server.HostedEntityData.sendData(HostedEntityData.java:201)
        at mythruna.server.HostedEntityData.sendChanges(HostedEntityData.java:39
2)
        at mythruna.server.StateSender.run(StateSender.java:106)
        at mythruna.sim.GameSimulation.run(GameSimulation.java:153)
        at java.util.concurrent.Executors$RunnableAdapter.call(Unknown Source)
        at java.util.concurrent.FutureTask$Sync.innerRunAndReset(Unknown Source)

        at java.util.concurrent.FutureTask.runAndReset(Unknown Source)
        at java.util.concurrent.ScheduledThreadPoolExecutor$ScheduledFutureTask.
access$301(Unknown Source)
        at java.util.concurrent.ScheduledThreadPoolExecutor$ScheduledFutureTask.
run(Unknown Source)
        at java.util.concurrent.ThreadPoolExecutor.runWorker(Unknown Source)
        at java.util.concurrent.ThreadPoolExecutor$Worker.run(Unknown Source)
        at java.lang.Thread.run(Unknown Source)
Caused by: com.jme3.network.serializing.SerializerException: Error writing objec
t for field:private mythruna.msg.EntityDataMessage$ComponentData[] mythruna.msg.
EntityDataMessage.data
        at com.jme3.network.serializing.serializers.FieldSerializer.writeObject(
FieldSerializer.java:181)
        at com.jme3.network.serializing.Serializer.writeClassAndObject(Serialize
r.java:392)
        at com.jme3.network.base.MessageProtocol.messageToBuffer(MessageProtocol
.java:74)
        ... 13 more
Caused by: com.jme3.network.serializing.SerializerException: Error writing objec
t for field:private mythruna.es.EntityComponent[] mythruna.msg.EntityDataMessage
$ComponentData.components
        at com.jme3.network.serializing.serializers.FieldSerializer.writeObject(
FieldSerializer.java:181)
        at com.jme3.network.serializing.serializers.ArraySerializer.writeArray(A
rraySerializer.java:125)
        at com.jme3.network.serializing.serializers.ArraySerializer.writeObject(
ArraySerializer.java:110)
        at com.jme3.network.serializing.serializers.FieldSerializer.writeObject(
FieldSerializer.java:174)
        ... 15 more
Caused by: com.jme3.network.serializing.SerializerException: Error writing objec
t for field:private com.jme3.math.Vector3f mythruna.script.ContextActions.pos
        at com.jme3.network.serializing.serializers.FieldSerializer.writeObject(
FieldSerializer.java:181)
        at com.jme3.network.serializing.Serializer.writeClassAndObject(Serialize
r.java:392)
        at com.jme3.network.serializing.serializers.ArraySerializer.writeArray(A
rraySerializer.java:128)
        at com.jme3.network.serializing.serializers.ArraySerializer.writeObject(
ArraySerializer.java:110)
        at com.jme3.network.serializing.serializers.FieldSerializer.writeObject(
FieldSerializer.java:174)
        ... 18 more
Caused by: java.lang.NullPointerException
        at com.jme3.network.serializing.serializers.Vector3Serializer.writeObjec
t(Vector3Serializer.java:24)
        at com.jme3.network.serializing.serializers.FieldSerializer.writeObject(
FieldSerializer.java:174)
        ... 22 more

Hmmmm... I am not sure if this is mod side, or if this is an issue with the serialization in game mode. Paul?
10  Modder's Workbench / Scripting / Re: Pre-Alpha API on: July 04, 2013, 01:39:12 PM
You need to change the helpInfo thing to String[] helpinfo. String arrays and Strings are 2 different things. Sorry to be a stickler about it, I just want people who are looking at this API stuff to have the right info.
11  Modder's Workbench / Scripting / Re: Pre-Alpha API on: July 03, 2013, 07:10:59 PM
As a comment on you saying to leave that null on the command, that is FULL command description I think so you can set it to a map(String[] advancedHelp = new String[] { "Hello world!" };) that has that in it.
12  Modder's Workbench / Scripting / Re: Battle Mod v0.1 on: May 20, 2013, 07:14:24 PM
AWESOME MOD! Suggestion: How about making up your own AI, where the 'bot' will move forward until it touches something, then turn ETC. Maybe if there's a player nearby, it will face it and move towards it until it's like two feet in front, then randomly move forward, back, left, right and maybe jump, to dodge the player's attacks. :3
I do think that this could be possible but it would take an extremely long amount of time to get all of the AI programmed in.
13  Modder's Workbench / Scripting / Re: Battle Mod v0.1 on: May 20, 2013, 02:30:48 PM
Also, can you help me with setting up the environment nh_99? I added the jars and it gives me an error with this:
Code:

println 'MyMod by Shzylo'

class MyClass {  // <-- Error Here
                       // Says the class is already defined.
}                     // <-- Stupid thing.

on( [PlayerConnected] ) {

}

If i remove the println statement at the tom, and the on( [PlayerConnected] ) { } it works just fine.
Funny thing, if you rename that class it will work. You are going to want to call PlayerConnected outside of that class though. The println call says that there is an implied class there basically so it's name is already taken. Only use a class if you are planning on having a sort of API for your mod though, else you can do it all in the script.
14  Modder's Workbench / Scripting / Re: Battle Mod v0.1 on: May 19, 2013, 03:50:31 PM
/* Adjusts to back on topic, hopefully. */

nh_99, I was wondering, when you code in Groovy do you use a simple text-editor or do you use an IDE?
Text editors work, but I tend to use an IDE just to keep the code organized. I used Eclipse to make my mods.
15  General Category / General Discussion / Re: Quantum Computers... on: May 09, 2013, 12:50:29 PM
I don't know if ya'll have heard much about quantum computers yet, but they seem like incredible ideas.  What makes them different from digital computers is that quantum logic gates operate by the spin of electrons, which can spin +, -, or both directions at the same time.  Because of all these options, this will supposedly bring about incredibly powerful processing, smaller and more efficient than any supercomputer of today's standards.  What do you guys think about it?  When, if ever, would you predict these computers to be marketable, and how would we write code for them?  And are those incredibly powerful processing speeds useful?   
I know that at CalTech they have made some leaps in quantum computing. http://www.caltech.edu/content/quantum-entanglement-and-quantum-computing. It sounds pretty interesting to me.
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