Do you think I could just leave this part blank and it'd be okay? We're just going to replace the whole thing with a header image anyway, right?
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thanks atilla
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meanwhile staff figures out how to download images from the site without running to security errors for couple of days now
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thanks atilla
Don't ask me what I'm doing, I don't even know what I'm doing.
~BeepnBoop
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thanks atilla
I can speak by breathing in but it sounds like a dying horse
Signature by HG
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meanwhile staff figures out how to download images from the site without running to security errors for couple of days now
Actually, the fun part is this has been broken ever since they switched to their own site instead of using playerio for images. Which you can obviously guess is less than a year so that's a huge yikes.
Most of us knew about the fact the images dont load but nobody ever brought it up to xeno until few days ago.
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thanks atilla
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lol attilla forgot to add the angel smiley
lol attilla forgot to add the angel smiley
oh no, oh no
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thanks atilla
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is multiplayer possible in one or more of the eemulator versions? i'm using v0.15 (not v0.15b)
if yes, how do you establish a multiplayer connection so you can see other players?
also how do you create a server in the "networks" thing in the version hub? i can't figure out what the "address" does and how it does work
I am Deca Quitin (a.k.a Quitin in EE), and I am that one Unit smiley guy.
My Discord: Deca Quitin#7446
My Discord Server: dsc.gg/quitin
My EE Discord Server: dsc.gg/quitin-ee
My YouTube channel: youtube.com/DecaQuitinEE
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is multiplayer possible in one or more of the eemulator versions? i'm using v0.15 (not v0.15b)
if yes, how do you establish a multiplayer connection so you can see other players?
also how do you create a server in the "networks" thing in the version hub? i can't figure out what the "address" does and how it does work
Yes it is, and if you're going to play on LAN you'll need your local IPv4 address, enter "ipconfig" in cmd and look for an entry like this.
You just press whichever version you're going to play, and the other compute enters in that address, and the port should normally remain as 8184.
If all is working, they should be able to connect.
If you're intending to play multiplayer with other people around the world (not just your home) you'll need to port forward the following ports: 8184, 80, 943, and if you use a firewall like Windows Defender, you'll likely have to whitelist those ports as well. If those ports show as open on canyouseeme.org you can send your IP to your friends and play together.
In future versions I may add a relay that acts as a proxy between servers, so that way people won't have to forward ports, but for right now it's a necessary process unless you are playing on LAN.
*u stinky*
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that moment when you want to actually find actual conversation but all you see is "thanks atilla"
Quitinx4 wrote:is multiplayer possible in one or more of the eemulator versions? i'm using v0.15 (not v0.15b)
if yes, how do you establish a multiplayer connection so you can see other players?
also how do you create a server in the "networks" thing in the version hub? i can't figure out what the "address" does and how it does workYes it is, and if you're going to play on LAN you'll need your local IPv4 address, enter "ipconfig" in cmd and look for an entry like this.
https://i.imgur.com/vs4twUQ.png
You just press whichever version you're going to play, and the other compute enters in that address, and the port should normally remain as 8184.
If all is working, they should be able to connect.If you're intending to play multiplayer with other people around the world (not just your home) you'll need to port forward the following ports: 8184, 80, 943, and if you use a firewall like Windows Defender, you'll likely have to whitelist those ports as well. If those ports show as open on canyouseeme.org you can send your IP to your friends and play together.
In future versions I may add a relay that acts as a proxy between servers, so that way people won't have to forward ports, but for right now it's a necessary process unless you are playing on LAN.
Atilla are you developer at google or something?
This is amazing!
F
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An update has been released with a "Worlds Gallery" which will allow you to load worlds from an archived collection of players' worlds!
Atilla are you developer at google or something?
This is amazing!
Thanks Andymakeer - and nope, just learned enough about Player.IO to make anyone go insane.
*u stinky*
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I just released another update (two in a day, wew) with support for the v225 client, which should support a lot more worlds from the Worlds Gallery. When upgrading, remember not to accidentally remove worlds.7z or you'll have to download it again.
*u stinky*
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how do i use the 7z file
EDIT: nvm i got it working
EDIT edit: oh god why is the worlds file size so huge
ONCE AGAIN: how the hell do i get the worlds do i have to make it a zip and extact it ? thatll take forever whyyyyyyhyyyhyyyy (((( i dont want to wait 5 year
how do i use the 7z file
EDIT: nvm i got it working
EDIT edit: oh god why is the worlds file size so huge
ONCE AGAIN: how the hell do i get the worlds do i have to make it a zip and extact it ? thatll take forever whyyyyyyhyyyhyyyy (((( i dont want to wait 5 year
You don't have to extract it, just place the worlds.7z inside the 'inc' folder.
*u stinky*
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idk if I did something wrong but the latest EE version gives me a gem code and i cant X out of it
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idk if I did something wrong but the latest EE version gives me a gem code and i cant X out of it
Yeah, that's a known issue. You have to press the X right away. I'm working on fixing it.
EDIT: An patch has been pushed, it will be a little while before the next release though so if it's too bothersome you can manually replace 'EverybodyEdits.swf' in "games/EverybodyEdits/clients/v225" with the updated one from https://github.com/EEmulator/EEmulator/ … yEdits.swf
EDIT 2: a new version released now that fixes that issue as well as another issue with generating minimaps.
*u stinky*
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[ Started around 1732348564.9385 - Generated in 0.162 seconds, 12 queries executed - Memory usage: 1.77 MiB (Peak: 2.02 MiB) ]