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Topics - D1G1T4L3CH0
« on: November 07, 2013, 04:25:25 AM »
We have been made aware that the registrations page is no longer working; we will resolve this issue soon.
This means that if you wish to register on the forum, you cannot do so normally. However we can still perform manual registrations of users.
If you would like to register on the forum please read this standard forum Registration Agreement
first (do not register there of course) and then send an email
Please include the following in your email.
Subject Line: TDSM Registration
Message Body: username
and email address
A randomly generated password will be mailed to you.
« on: September 13, 2012, 10:03:52 PM »
I recently stumbled into a ts**** server.
Anyway, what I found was interesting. Upon joining, as with Restrict, I was not able to build or anything until logging in. But instead of the plugin detecting block changes then changing the blocks back quickly after the change was made, it simply just put the "cursed" buff on me which prevented me from doing anything client side. I was unable to try opening a chest though as I was teleported back to spawn as soon as I walked far enough away. Not sure what that was, but I don't see why you can't just lock the player in a room which they cannot open the door to. Also registering didn't remove the buff.
What i noticed about the buff though is that it was being reset to 2 seconds left every one second. That could potentially create extra load on the cpu and extra bandwidth on the network. But this idea isn't bad though as it could save performance of the server (set the buff time to the highest the data value will allow and only reset it at 1) and completely prevent edits client side. Though I don't believe the cursed buff blocks chest opening, but I'm not certain on that.
Maybe this would be good for a future version of a plugin that blocks edits...
« on: August 25, 2012, 08:40:42 AM »
TDCM is no longer being developed and all boards under the category for TDCM have been set to Read Only.
TDCM no longer works. This is because it has not been updated for the latest TDSM release, and that would be required for it to work.
We cannot provide support for it as it is outdated.
« on: June 27, 2012, 05:46:49 PM »
« on: June 02, 2012, 12:32:22 PM »
Here you will find a test build of TDSM I've compiled for testing purposes. It shouldn't change your game experience, in fact you may not notice anything at all. It's just disabling the sandbox in the internal code since that's what the dev team believes the cause for most of the recent bug reports we've seen.
We are asking that you give this a try on your server and let us know if it works properly or not. If it works without the bugs on your server, it should be perfectly safe to continue using it until the problems are officially fixed.
The download link is below the horizontal line.
« on: April 15, 2012, 09:19:47 PM »
When starting a newly created world for the first time when the configuration file has stop-npc-spawning=False, NPCs don't spawn of course, but they don't show up after npcspawns is back on.
This could be accidentally done and would require spawning an old man in the wrong place (he wouldn't have a home spawn near the dungeon), and the guide won't be available unless spawned also.
This isn't really a bug but I think it could be prevented with a small warning on the console before creating a new world if stop-npc-spawning=False is detected. But probably there's some easier/better way to avoid this.
« on: April 09, 2012, 09:20:32 PM »
« on: April 02, 2012, 07:14:50 PM »
Maybe nothing. So I'm not putting on the bug tracker. But I was on the showcase server today and I noticed that using a tool by holding shift and clicking the tile is difficult since it seems to keep changing to a torch if you have one, or it just stops using that tool. This makes it difficult to mine.
I tried on my own server and another remote server, both with the latest pre-release, and didn't see this.
What normally should happen is even after letting go of Shift and moving the cursor over an air tile, the tool should continue working until click is released.
« on: December 19, 2011, 03:13:18 AM »
After the recent posts I've seen about people getting pirated copies of the game, I've decided to let people know how they can obtain Terraria for free legally. It's en extremely cheap game as it is, but I do understand that some people still can't afford it. There is a legal alternative...SteamGifts.com
is a website which holds drawings for games to be gifted on steam, not just Terraria, but I've seen Terraria on it many many times. It's completely free and legit. You CAN
win games for doing nothing more than clicking a mouse. I have won before.
Please check it out, it's all secure, it uses the Steam OpenID system to log you in. That means you actually just log in through Steam, that website never knows your password.
Here's one for Terraria right here: http://www.steamgifts.com/giveaway/GMWZj/terraria
It's only 10 points, which you will have upon creating an account at the website.
« on: November 30, 2011, 04:30:21 AM »
Verification Errorwhen I attempted to claim my server in the server list.
There was an issue: Connected. 3:0
Player "Ted" connected and then left right away. I did place the code into the "greeting" because there is no MOTD with TDSM even though that's what it says to put it in.
11/29/2011 11:14:05 PM Main> Reloading server.properties.
11/29/2011 11:14:09 PM Serv> ###.###.###.###:##### is connecting...
Ted11/29/2011 11:14:09 PM Pool> Slot 1 assigned to ###.###.###.###:##### after 00:00:00.7515234.
11/29/2011 11:14:10 PM Pool> ###.###.###.###:##### @ 1: ENTER Ted
11/29/2011 11:14:11 PM Pool> ###.###.###.###:##### @ 1: connection closed (Disconnecting).
11/29/2011 11:14:11 PM Pool> ###.###.###.###:##### @ 1: LEAVE Ted
11/29/2011 11:14:11 PM Pool> Freed slot 1
Notice, I only did the reload command. I verified, the reload did work and the greeting was updated. I also completely shut down the server and re-started it. Still didn't work.
My server machine info is in sig, this was TDSM b36.
Also it seems the server description I wrote got truncated a lot. I suppose I'll have to write a shorter version...
« on: November 21, 2011, 12:11:48 AM »
So I have recently built a new server machine with a dual-core cpu. Previously I was running TDSM on a singe core cpu. I have noticed it only uses one core... So I'm guessing it doesn't support multi-core cpus then. Am I right?
I suppose it's not really needed since the server never uses 100% of any of the cpus I have ran it on before during normal operation, except on saving... If you have a weak cpu, it could easily use 100% cpu during a save operation. I have watched cpu usage also while running the map plugin and issuing the command to tell it to start saving an image, it went to 100% and stayed that way until it was done. Of course even though is does that, it doesn't hurt performance of the server in any noticeable way for the players, but I have seen it while saving the world increase the "Last world update took" time by 5 or 6 times. So with that, I think TDSM could benefit by using all available cores.
Has this ever been considered and would it be worth the effort? Just a thought. I'm pretty sure it might require re-writing all of the source or something similarly annoying.
« on: November 17, 2011, 06:18:05 AM »
I installed Ubuntu Desktop 11.10 amd64 on my new server machine I just built today because apparently the 64bit version of Debian Squeeze 6.0.3 has some serious kernel issues on my hardware at least.
I was pleasantly surprised to see that Ubuntu had already installed Mono 2.10.5, So apparently it's in the repos now for Ubuntu anyway.
I'm not keeping Ubuntu on that machine since I can't stand Unity, but just thought I would let people know about it. No need to compile from source!
« on: November 11, 2011, 11:36:23 PM »
I received a PM from a member who said they didn't know how to post about a bug and instead decided to tell a moderator and since I was on, it was me.
I explained to them how to report it, but it's been a few days and they haven't. So I will go ahead and post about it.
I have confirmed this bug. When a torch is removed from a surface, the light remains.