I love this game!
Posts by zfoxfire
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and the client will only be able to enable/disable plugins for singleplayer (every plugin out there can be used in singleplayer by putting it in the "plugins" folder in the game directory, but of course they will be ignored when joining a multiplayer server)
perfect
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Actually you can create a scripts folder on your local copy and install scripts for local game. I am not sure if this local is ignored when you enter a server game. I would assume so.
I am ok with scripts managed locally as for local games only but as I understand the way Rising World is going is that the plugins are loaded into the server and any client connecting uses those plugins too.
This is opposite from the minecraft approach where mods have to be installed on both local and server copy before a connection will occur... this is a bad approach but might be due to how hacking mods are installed. I do not know what the behavior is for vanilla minecraft mods.
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Hi Red,
I would think that in the case of the server, a client should not be disabling a server-side plugin. The admin of the server should already have tested plugins on the server to ensure compatibility. A client disabling a server plugin could be seen as cheating or just not adhering to the experience of that server. For example, I should not be able to write something to enable an action that a server explicitly denies. I shouldn't be able to write a 3d model plugin client side to inject objects into a server unless the server is allowed (how would permissions for an event like that be handled?).. What happens if both client and server have a "compass" plugin loaded? Does the game load that twice? I honestly haven't used any plugins on client side, only server side so I'm unaware of the behavior currently with LUA scripting. All the ones I've seen have been implemented server side only.
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So lately I've been building on the Freaks server and I just want to say how awesome of an experience that server has been and the sense of community it attracts. When Rising World becomes more popular and more things are there to do in a multiplayer environment, I'd love to see more online servers like this one. To my knowledge this really is the only of its kind that has this level of consistent community activity.
The first time I explored that server, I get a Second Life vibe. I love Second Life but do not know many on there anymore so I mostly just explore different worlds whenever I can. I just love exploring different worlds and seeing what people build and to see actual people interacting and socalizing. At present most Rising World servers are just showcases of what people have built. There's nothing to do besides that. With the upcoming custom models I'm hoping to see some servers become really unique places to explore. Perhaps someone will re-create Paris. The dungeons should definately give us more group activities to do. Then animal farming would be great too (perhaps hay bales will get eaten over time so some player activity will be required to manage a farm).
I think it was Arcane who mentioneed that RW still feels static. He is absolutely correct. Social activities, dungeon raids, fighting off agressive raiders, interaction with human NPCs, hiring NPCs as servants, raising cattle, managing a farm, etc... these kinds of things will make the game more dynamic.
Anyways, about the Mr. Potato Head party. I got the line from a Yogscast video when they were joking about how we all look the same and have a bald head. So the Freaks server celebrated its 1 year anniversary and there was a gathering of players and we did an awesome photo shoot of the group followed by steaks, watermelon slices, and baked potatoes (they probably were technically still raw). Every time I visit or play on that server, I get the feeling that I'm on a Second Life server where people are walking around and doing things and socializing. I hope that some day more servers will develop like this one and maybe as there are more things to do in-game (like dungeon raids) and customization of clothing (so we don't all look like a potato head) that we will see more online community.
http://steamcommunity.com/shar…filedetails/?id=749377534
One of the players died at the party so I threw down some food and a torch so he wouldn't starve or get lost in his journey into the afterlife. If I had flowers I would have thrown some down too. So sad. Don't forget to eat people!
http://steamcommunity.com/shar…filedetails/?id=749376934
Images were linked without approval.
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Arcane, let me know when the server is listed, I'll come check it out
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Sheep need to take vacations too I suppose.
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Hi Miwarre,
Good idea to branch this off the other discussion. This really is a subject on its own. I was thinking of a plugin manager in terms of handling installing and distribution but a plugin manager should also offer a way to enable/disable a plugin. I'm almost positive this has not been brought up before so kudos to you
I'm sure Red51 already have implemented some kind of process manager to handle the plugins, each plugin would have to be threaded already. So maybe it would be possible to load/unload a plugin while game is running. This might add to complexities to us as plugin developers but it would be an excellent feature. I'd love to hear Red51 chime in on this. I'll nudge him right now on addressing this. I know he's been discussing internally yesterday about the finalized form of plugin implementation and many of our concerns we also brought up (e.g subfolders) did come up. He should be making an official announcement soon so I'll give him a heads up
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when we get dungeons, I hope the API will let us add custom rooms. I'd love to to a vault 111 in Rising World.
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Thanks Arcane,
I'm glad that no pot stirring was intended. I hope some of our discussions cleared up some confusion. It's a shame that events played out the way they did and it's probably best to just move on. I still do hope Chris comes back and we can all work together and make some cool new stuff. Chris is a talented programmer and we need that kind of tallent in the community for when we have to start converting the old lua scripts into java.
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@diegomarino80gongo
Thats pretty much the bottom line here. For people like me we can accept the update frequency as "the way it is". Some others cannot and complain abouy lack of updates here or through Steam reviews.The game is coming along just fine. Not everyone will agree but there are more positive reviews than negative ones.
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Arcane,
I doubt if Chris will respond and Vornet is unavailable on github anymore last I checked. Someone will have to write up a new economy script for the java API. Once Lua is dropped, Vornet will no longer work. However if someone is still running it on their server then it could be rewritten for Java.
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the game is developing just fine all things considered. Some of the extra delays are likely Red ensuring that the updates dont cause any technical dept later down the road.
It's funny that you mention a peaceful feeling. I think we have all coe to expect that as that is the way its been. However.... monsters are coming as well are hostile humans. The mood and feel will change but hopefully we will have options to control what we want so it can stay the same for those of us who want it. I'm personally looking forward to all the upcoming changes and I think we are definately heading in the right direction.
I understand what you mean by things being static. Even the animals are the same. The animal AI was reworked recently to support whatever dungeon monsters we get. Hopefully the new AI allows for respawning and herd mentality for animals. It would add a new dynamic to the game. Red has a long-term vision of what this game will become but the bottom line is there is only so much that can be done at a time.
This is why I am more excited about the API than any other update because it will allow us to start customizing the game in a way that wasnt possible. For example, the level up server will be able to auto level up the players now which was not possible in the old api.
There was another comment where Red confirmed a way to play built in sound effects. This will let us randomize natural sounds which will make the game less static.
I've shelved this game a few times since I've bought it but thats ok. Even when not playing, I lmenjoy being a part of the community and influencing the development. I enjoy playing whenever there's an update and see all the changes. The API is whats really going to keep my interest for a while but dungeons just sound so much fun.
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Hope to see coffee beans along with milk
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I do agree with you that it adds to complexity. So I guess at this point it all boils down to whether or not Red51 wants to allow the game to support drop in zip files which would expand and let you modify the contents anyway you want. I do not like that approach personally but I don't know specifically what the harm would be to support that approach in addition to what I propose.
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Arcane,
I did a bit more research into Forge and confirmed my suspicions. Forge is a hack. It modifies the original jars. Therefore, yes it needs a standalone installer. If anyone wants to come up with hacks for Rising World then I highly doubt they will be supported by the JIW team.
The API provided to us requires writing normal java applications. They interact with the game using the official API. We are referring to them as mods bit they modify the game through an officially supported means. No installing or hacking necessaryMiwarre,
If we get a subdirectory dedicated to the plugin, you could essentialy write a class to handle the configuration file. It would contain a method to generate a config file off of a template inside the jar. The config file is placed inside the folder and can have as many comments as you want. The class would also need methods in it to check the file for proper syntax, handling errors, and your standard get/set methods for managing the values. If you want to have external variables the i suppose it would make more sense to only read off the external file but its largely up to you how to handle it. I would program default values in the code regardless so incase a user comments out a line, it won't cause an undefined variable error.
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@red51 I would imagine we would need a methid to list the sound effects available in game before we can set up event handlers. As I recall, before you guys switched to fmod, there were a lot of unused sound effects. If all of these are all converted into the new bank files then it would be nice to set something up so that water sounds play near user-placed streams. Maybe random gusts of winds and whatnot. That would really add to the realism to our custom worlds
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i suggested creating a maven repository for sharing all our plugins. Git hub or any other git server is for source code only, not finished and compiled code such as plugins.
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event-driven sound effects. Gotcha!
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@TheMrMik
If not a jukebox, then what?