Posts by zfoxfire

    Because its traditional? I have a friend of German descent and she told me about something she was fed as a child which was essentially raw ground beef. She wouldn't eat it nowadays. I remember my dad ate raw meat too on occasion and he is Italian. I caught him doing it on occasion before making meatballs.


    And I eat sushi so I guess I am just as strange.

    Joy. Eventually I'd hope that we get a way to view such objects. Perhaps a functiob key in creative mode. There is another thread about custom doors here. The doors would require exposing the invisible moving parts so we can snap wood planks to them. Also would be useful if we decide to modify or destroy such doors. The same issue will come when we get other particle emitters such as water.


    But hey, swinging a pickaxe around can be fun. :)

    The survivalist lifestyle seems to appeal to me but I am not prepared to live if SHTF. Still its a fantasy life of mine. Maybe thats why I like survival/crafting so much.


    I didnt know about boiling parts to make glue. I honestly dont expect Rising World to get too hardcore survivalist but I do hope that Rising World will maintain its spirit of realism when we get into primitive crafting.


    I dont know what Red really plans for animal processing but I could apppreciate a drying rack at minimum and a leather tanning station.

    Same brightness (a.k.a. too bright) as always from my perspective. Eventually the lighting is going to get a rework and its going to be all fancy looking.

    wow someone needs to take a chill pill.


    Meh you brought up politics. Keep in mind that RisingWorld and gaming in general is likely the only thing some of us have in common. We could be bitter about every other difference.

    Hi Modern,


    Sounds like we are on the same page for the most part. I do like the idea of fur clothing. What exactly are sinews used for in crafting?


    Red said he wantedd to make it possible to dig up things in rock, I guess in gravel and dirt too. I like the idea of digging up flint in the gravel. I wonder if the current system of terrain modification would allow us to dig a very small area out of the ground by hand.


    And yes, the animal hanging might be a bit too much for most players. That seems like something you'd see in a more hardcore survival game.

    Thanks Joni,


    Actually this was the same company that made the other demo video I saw. Lots of 3d artists are sceptical about the claims about not requiring tremendous amounts of processing power to render this kind of detail, certainly not in real time

    Ok, this makes a lot of sense so basically the terrain and subterrains are rendered still in polygons but essentially molded into a shape represented by the data points. So whenever we mine out a hole in Rising World are we essentially removing a data point (or adding maybe) voxel data point causing the rendering engine to redraw (in polygons) that area of the mountain to account for the change?


    I guess true Voxel rendering would be a departure from using polygons and textures to render a spot. My understanding is that it essentially creates lots of tiny blobs to make up a larger structure. But to create the individual blob, arent we still using mesh and thus just making the mesh more complicated? I found a video somewhere which showed how instead of applying a cobblestone texture to a block to make a wall that instead each rock in the wall was rendered. Isn't this still increasing polygon count? Doesnt everything ultimately have to be converted into a mash shape which then in turn gets converted to a bitmap image to display on your screen?


    Could you recommend some reading material or videos? I'd really love to understand the voxel rendering better. The datapoints are easy to comprehend.

    So i know Minecraft is a voxel based game. To my knowledge, a voxel is an object whose position is stored as relative to another voxel. In minecraft the voxels happen to be rendered as cubes.
    So is Rising World also voxel? Does splitting the word into smaller chunks, each chunk relative to another make it a voxel game?


    I ask this because I see people label any game with blocks as a voxel game. I read up on voxels and apparently Crysis was a voxel game.


    The landscape is a gigantic mesh but is the mesh drawn as an interpretation of voxel data?

    Ok, so i think that the character data is part of the world data with the current implementation . If that changes where the character is seperate then perhaps the character stats and inventory can transfer between worlds or uploaded to a server.


    In multiplayer you would be at the mercy of the admins as to whether your character can be uploaded. If we have tribes on a server then you can join a tribe and inherit their skill set of that tribe (based on the previous suggestion I made in your thread about ages and civilizations). Another option is that by picking up a dropped tool by another player or if you find an old tool in a cave, you can pick that up and begin at whatever branch in the crafting tree that tool can be made with. This also keeps with the theme that a player remembers how to make things even after death.


    I guess that at present, keeing our characters is not an issue. We start out with iron tools and we can craft a workbench after chopping down a few trees. We have no skill set or character attributes at this time to worry about. Perhaps then depending of how far Red intends to go with character development will determine if he extracts the character info from the world.


    So you would rather not explore the stone age from what you said there. I guess thats fine for some players. I personally and many others sound excited to have primitive crafting. Perhaps you just want to be able to quickly craft a stone axe in the event you lose the iron one. Perhaps your idea of primitive tools are a temporary substitution rather than a starting point.

    Well, if you die and didnt create a cache of spare tools then i guess you would have to start over. Thats a result of poor planning.


    But yes, a crafting tree is needed. I wanted to do something like that in the last post you made on transversing the ages. The focus of this thread was just on primitive tools. This assumes you know how to make anything from a stone axe to a steam train. The other thread seemed more about starting with zero knowledge of tools and also on developing culturally.


    Regarding the creation of cutting tools, in the real world you would spend hours of hand grinding stone on stone to create a shape. I'm not suggesting we sit in game for an hour to make one stone. That sounds like something you would see in Wurm which actually requires multiple players and to compensate for the diversity of crafting skills, long crafting times, and the detail of comstruction down to the individual nails. I want so see something not as tedious but fairly complex so we should reduce the time and focus on the crafting recipes. We shape stones to make a crude tool which can then be attached to a stick for added leverage. In grinding stone on stone, one stone is likely to be destroyed so it might take several stones to make one axe head.


    I do like the idea of making bricks with our bare hands. Clay pots would also be nice to have.


    I am curious of what your ideas are regarding how we should implement primitive crafting.

    Yes, hemp is coming. We need plant binding material. Hemp is a great source but other sources should work too in a pinch. That why I thought grass could be used to bind. Granted maybe not as well for tools but ok for thatch huts.


    My thoughts behind the holding of a tool is because we already have an inventory screen so I figured we wouldn't be using a hunting knife to to actually cut the animal up after we kill it. If we are out hunting then we are going to have to use the knife regardless In games like ARK, the tool you use determines how much have meat and hide can be collected. So do we simply open the inventory screen or do we actually hack away at the carcass?


    What I am suggesting is that we go that route but without the actual act of using the tool. In ark you attack the animal after killing to extract meat.


    Maybe the whole inventory screen for an animal is a bad approach. Perhaps Red intended that as a placeholder.