![]() First Nintendo 64 game released since the console's discontinuation.Ĭrossover fighting game featuring characters and elements from many different indie games.Įquity crowdfunding campaign. Space station sim inspired by Dwarf Fortress.ģD platform game. Sequel to Coma by its original creator, who also created the previously crowdfunded Pinstripe. Remaster of the 2013 Wii U game by PlatinumGames and Hideki Kamiya.ĢD action platformer. Turn-based RPG, spiritual successor to the Suikoden series being led by the creator of the original games.ģD action-adventure hack and slash video game. Life/farming simulator in a prehistoric setting, inspired by Stardew Valley and Harvest MoonĪ beautiful human town, a hidden elven village, and an urban monster city filled with farming, magic, dragons, and adventure. Provided from a team of creators from Newgrounds Ninjamuffin99, Phantom Arcade, Kawai Sprite, Evilsk8rĪ Rhythm indie game. Turn-based Mars colony city-builder where you play as a colony architect to create and manage the best settlement on Mars.Ī life simulation - farming game inspired by classics like Harvest Moon, Stardew Valley, Story of Seasons, and Animal Crossing. ProjectĪ 2D platformer with adorable characters, 4k quality, and moreĪ survival crafting RPG with deep systems, engaging real-time gameplay and adorable characters Placing quotes around the ip does not work.This incomplete list is frequently updated to include new information. 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 Can the host generate a map while the client is connected and allowed to modify the generation or even pick the drop location?.Is there a C++ callback from lua to have the client connect or restart the connection?.Is there a C++ callback from lua to start a new server while in game?.Headless Server Side Launcher which allows you to specify world generation settings or the save file to load.Allow client to specify IP address to connect to.When client connects, update their multiplayer settings to show multiplayer is enabled on client and the number of max_players.Allow host client to trigger the save functionality (Only pre-loaded save games).Game Master mode, allow a player to act as a game master creating their own story by spawning entities and controlling them.Allow clients to join before host places camp.Pass arguments to the executable rather than through json config (There are limits).On loading of existing save, delete the 'host' player.On loading of existing save, turn on the multiplayer settings and max_player settings.Setup multiplayer settings with auto-generate world.Allow headless server to auto-generate world.Headless Game Saving - Possible but only in pre-loaded save games.These features will set the base of the mod to allow headless server multiplayer functionality. Auto-enable multiplayer settings when running a headless server with auto-generation.Remote players can join before host player places his camp.This however, will disconnect the client. You can call 'radiant:client:load_game_async'. To trigger a load on the server without restarting the server program. Radiant:client:restart will trigger a restart of the game on the server side! the new_game event will kick in but the headless:init wont be triggered. You can specify your host in an existing save game by modifying server_metadata.json with the correct user session information. Radiant:client:save_game will trigger a save on the server if the client is connected as a 'host'.
0 Comments
Leave a Reply. |
AuthorWrite something about yourself. No need to be fancy, just an overview. ArchivesCategories |