Increasing the player count is a huge task, it is hard-coded and requires patching almost every module in the engine. It was attempted two years ago, but was unstable and unplayable.
xensik
Posts
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MW3 player count limit woes -
error 0xC0000005 at 0x006751A0run plutonium.exe again to update, version r4520 fixes this
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Hello, when I try to open the server I get this message "'24' is not a valid value forhave you updated server configs from here? https://github.com/xerxes-at/T6ServerConfigs
the max value of sv_maxclients is 18
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Plutonium crashing when trying to launch BO2The problem has been found, an update will be available soon, please wait.
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MEU JOGO NÃO ABREO problema foi encontrado, uma atualização estará disponível em breve, aguarde.
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Crash on start upThe problem has been found, an update will be available soon, please wait.
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When i try to start call of duty black ops 2 on plotinum plotinum give me errorThe problem has been found, an update will be available soon, please wait.
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meu jogo não iniciaestamos a resolver o problema, esteja atento, tente apagar o ficheiro
C:\Users\123ka\AppData\Local\Plutonium\storage\t6\players\plutonium_mp.cfg
e reinicie -
MEU JOGO NÃO ABREEstamos a investigar o erro, o ficheiro que contém o número do erro aparece na mensagem, pode carregá-lo aqui?
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Help mepuedes comprimir en zip los archivos de
%localappdata%\Plutonium\crashdumps
y subirlos aqui? -
meu jogo não iniciavocê pode compactar os arquivos em
%localappdata%\Plutonium\crashdumps
e enviá-los aqui? -
[Release] plutonium-httpryano_
you don't need to switch the library, but need a layer in between.you can make something like:
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create 2 queues (requests and responses) with data and a chai callback
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create a worker thread that wakes up when requests not empty, process them and store the result in responses queue.
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create a hook at server frame, if responses not empty, call the chai callback with the response data.
and the chai functions ('http_get '...) just store the data and callback in requests queue.
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[Release] plutonium-httpThe idea is cool, but you should make an asynchronous implementation.
You are blocking the entire game thread with the http calls. this way is not very usable. Its specified in the cpp-httplib README that is a blocking library.
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Chaiscript help.using C++
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Chaiscript help.// Teleport ChaiScript - xensik def onPlayerConnected(args) { var player = args[0]; gsc.iprintln("hello"); var saved = false; var saved_pos; var saved_ang; player.notifyOnPlayerCommand("save_pos", "+actionslot 3"); player.notifyOnPlayerCommand("load_pos", "+actionslot 4"); player.onNotify("save_pos", fun[player, saved, saved_pos, saved_ang]() { saved_pos = player.getOrigin(); saved_ang = player.getPlayerAngles(); saved = true; player.iprintlnbold("^3Position Saved!"); }); player.onNotify("load_pos", fun[player, saved, saved_pos, saved_ang]() { if(saved) { player.setOrigin(saved_pos); player.setPlayerAngles(saved_ang); player.iprintlnbold("^2Teleported!"); } }); } level.onNotify("connected", onPlayerConnected);
should work when notifies get fixed. wait for a update
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iPrintLn for everyone?gsc.iprintln("hello boyz");
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[BUG] Entity fields spamyes, but using the field shouldnt crash