Zackreaver Posted November 21, 2016 Share Posted November 21, 2016 (edited) Before the migration to make everyone host dedicated servers, I used to be able to use print() to recieve data from the server when I hosted using the client. Now hosting using the client will only allow remote access, and print no longer works, I used to gather information about the mod's I'm working on by doing this and now I feel a little lost as to how I can gather information easily from the client. Is there a different command I can use now to get data remotely? Edit: Well this is embarrassing, the entire time I never realized that all I had to do was stop testing on a sharded server, by launching the map as overworld OR caves ONLY, I could get back the client/server merge that I was used too. I was just too damn stupid to think (Let me try testing mods without a shard) Edited January 31, 2017 by Zackreaver Link to comment https://forums.kleientertainment.com/forums/topic/71902-reading-print-data-on-client/ Share on other sites More sharing options...
CarlZalph Posted November 21, 2016 Share Posted November 21, 2016 For debugging purposes you can print to the chat via: TheNet:SystemMessage("Message", false) The second argument determines if it's shard-only, so setting it to true will only print to chat on the specific shard running it. Link to comment https://forums.kleientertainment.com/forums/topic/71902-reading-print-data-on-client/#findComment-840221 Share on other sites More sharing options...
blubuild Posted November 23, 2016 Share Posted November 23, 2016 (edited) You can read the prints in the server's log (search for "server_log.txt" under your Documents\Klei folder). Although, On 11/21/2016 at 11:10 PM, Zackreaver said: Before the migration to make everyone host dedicated servers, I used to be able to use print() to recieve data from the server when I hosted using the client. That doesn't sound quite right. Yes, that happens when you host a world with caves, but only then. A world without hosted from in-game is still a "combined server and client", and you are able to see printed output from it in both the console and the "client_log.txt" file. So it could be convenient to test your mod under a caveless server most of the time, and occasionally test it with caves, as well as when it is near-finished. Or, you could do what CarlZalph said. Wrap it in a function so that it's easier to type: local function pchat(msg,allshards) --short for printchat return GLOBAL.TheNet:SystemMessage(msg,allshards or false) end --usage: pchat("my message") I guess you could even automatically convert all uses of print() in your modmain.lua to chat output by putting this at the top of the file, if you wanted: local function print(...) --remove "local" to affect other files that are modimport()ed, too. local msg, argnum = "", GLOBAL.select("#",...) for i = 1, argnum do local v = GLOBAL.select(i,...) msg = msg .. tostring(v) .. ( (i < argnum) and "\t" or "" ) end return GLOBAL.TheNet:SystemMessage(msg,true) end Edited November 23, 2016 by blubuild Link to comment https://forums.kleientertainment.com/forums/topic/71902-reading-print-data-on-client/#findComment-840690 Share on other sites More sharing options...
Zackreaver Posted November 23, 2016 Author Share Posted November 23, 2016 (edited) Oh unsharded servers still do that? Well there's my problem right there, I never bothered to check. I've been so used to hosting dedicated servers and doing servers with caves that I never realized the client and server merged if there wasn't a shard. Well now I feel embarrassed. Edited November 23, 2016 by Zackreaver Link to comment https://forums.kleientertainment.com/forums/topic/71902-reading-print-data-on-client/#findComment-840691 Share on other sites More sharing options...
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