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Sep 28, 2020 - C
game-server
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User Story
If a large download fails using curl it does not cause a fatal error instead it simply carries on.
Basic info
- Command: Install
Further Information
It is worth checking how all downloads handle when failing to ensure they cause a fatal exit.
To Reproduce
Use a game server that is non-steam and cause the download to fail
Expected behaviour
- Panel or Daemon: Daemon
- Version of Panel/Daemon: 1.0
- Server's OS: Ubuntu 18.04
This problem was described in #431, but appeared again after upgrading to 1.0 and new Wings daemon.
Describe the bug
Servers won't run if using local Docker images, it's trying to pull these from repo, but fails to find them:
container@pterodactyl~ Server marked as offline...
[Pterodactyl Daemo
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Describe your feature request or suggestion in detail
Add option in worldserver config to modify the battleground respawn timer.
Describe a possible solution to your Feature or Suggestion in detail
The BG respawn timer is plainly defined in the core and can be easily modified by changing a few integers. I think this would be a great addition to the worldserver.conf since AC is focuse
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I'm just submitting this as a feature/improvement. I modded login.lua and added the following code before registering the events.
-- Fix HP/Mana/Cap to match CIP, assume player left rook at level 8
if player:getVocation():getId() == 0 then
calchp = 5 * (player:getLevel() + 29)
calcmana = 5 * (player:getLevel() + 10)
calccap = 10 * (player:getLevel() + 39)
elseif playe
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Oct 19, 2020 - JavaScript
HI, pitaya is very good, I use it in the project. Can you suport kcp or same other Efficient udp protocol?
thank you
E2E tests are flaky
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You mistakenly write the explanation of Alpha().IsPlayerConnected(playerID) to Alpha().GetPlayerCount() explanation :
Alpha().GetPlayerCount()
This function returns if the playerID is currently connected to the GameServer. This is always accurate from what has been set through this SDK, even if the value has yet to be updated on the GameServer status resource.
Alpha().IsPlayerConnected(pl