Results 10 comments of Wincent Holm

I made a comment about this in the script for the shield. We've currently got no logic for enemy knock-back, so enemies get stunned instead. Implementing proper knock-back would be...

I'd recommend the use of `valgrind` when developing on Linux. Here's a command I used to profile the memory usage and leaks: ```sh valgrind --leak-check=full --show-leak-kinds=all --log-file="valgrind_log_WorldServer.out" -v ./WorldServer -zone...

This is a deliberate decision to keep brick models from being picked up or being put away into the inventory. At this time the understanding is that a UGC-server (user...

Known issue for awhile. Has to do with a miss in the server trying to keep persistent object IDs sequential. A potential fix would be for the server to keep...

This method doesn't utilize pipes, it uses shared memory, the _sh_ & _mmap_ set of functions for Unix. Win32 also has a solution for it, but different API. That are...

This has been a known issue for awhile. We are unsure what courses it; if it is something the server is involved with or not is unknown.

If you’re on a slower connection try disabling the anti-speedhack in your worldconfig.ini file and see if the situation improves. https://github.com/DarkflameUniverse/DarkflameServer/blob/82a1c8a765f73244c88bb088a16db8e57808c69a/resources/worldconfig.ini#L49

The solution we use to facilitate Brick By Brick (BBB) building isn’t that which the original servers did. Originally the BBB models were sent to the server for processing, which...

The issue lies with the moving platform component. It does not work correctly in all situations and the fix which was implemented for this case was teleportation.

This has been a known issue. If you encounter this: press the X in the top right corner, and proceed to cancel the prompt, this should initialize the minigame.