Posts by red51

    I sent the report , confirmed its every server i connect to. Some i dont even make the connection to before timing out.

    Thanks for the report! It seems that the game could establish a connection, but apparently it only received very little data from the server... eventually resulting in a timeout :thinking: This indicates that there is either a problem with the connection, or - more likely - that there might be a firewall or anti-virus program which interfers with the connection...


    Which anti virus program do you use exactly? Maybe try to disable it temporarily, then connect to the server again. Does it work then?


    I was disconnected from a server and now I can't reconnect at all, it hangs then I get a timeout. I can connect to other severs so it appears to be just the one server. I had no problem connecting to this particular server until now.

    When do you get a timeout exactly? Does it still happen in the loading screen? Or shortly after spawning?

    If it h appens in the loading screen, at what percentage? Is it 10% or less than 10%? If it's at least at 10%, it indicates that a connection could be established (in this case, this sounds like a serverside issue). If it's at 5%, for example, it indicates that no connection could be established - in this case it must be a local problem (e.g. firewall, router, ISP).

    Maybe you could also send a report right after this happens. To do that, open the console after returning to the main menu (when connecting failed) and type "report" :)

    1. Will the old armor set(s) ever be obtainable without a command

    It's definitely on our to-do list, but right now these armors aren't used by the game... once that changes we will also add a way to obtain them :)


    2. will the old armor set ever get warmth rating?

    I can update the stats for the next update, although we'll probably touch them again in the future.


    3. will you ever be able to loot clothes from npc's

    Yes, that's still on our to-do list ^^


    4. the frozen chest in the artic contain loot, but the loot is way to OP to be fair. It would be better if you only can find kind of items in artic (so you can find rusty sword, steel sword and other things but like no katana or master sword.

    That will be adjusted with the next update once POI's are in the game. We wanted to provide better loot in the frozen chests as long as they were the only place to get loot. But with POI's, there will be different tiers of loot locations.


    5. A setting for loot, so you can switch between modern loot and medieval loot. Cuz I have a medieval server so its weirdt to find a mesuriing tape or raptor ammo ^^

    That's also on our to-do list :D There will be a setting to limit the game to a certain era/epoche (so for instance, if you set medieval era, modern loot and items won't be available anymore).

    That's a great idea, I will add an option for posters to behave like billboards :) I'm not 100% sure though if this will make it into the next update...


    But it's basically also possible to achieve that through the Plugin API, as mentioned by james1bow . It doesn't necessarily require prefabs, because a quad with a texture would be sufficient for that. The ModelAsset class provides direct access to some built-in meshes (including a plane/quad). The game also has a built-in billboard component which could be added via Model.addComponent() (the name of the component would be "BillboardComponent").

    Unfortunately the API only provides a not-so-performant way to access custom images... it's possible to get the raw byte data from a custom image and create a new TextureAsset from it (via TextureAsset.load()), but this causes unnecessary overhead because the client has to download both the custom image and the (identical) texture asset... I will add another, more performant way to create a texture asset from a custom image directly ^^


    So with Posters I put it in Graphics (which I needed to create) then that enabled the browser to select the image and upload to the game (even though I am offline I presume its same UI for online)

    Oh, when uploading a poster, you should be able to access any location on your hard drive. In the ingame file browser, just use the buttons at the top to get to your computer or the desktop, for example.


    not sure what upload is actually doing.

    This adds the image to your ingame library for this world. When playing multiplayer, it uploads it on the server (because posters are visible for all players). In singleplayer, it's basically just "uploading" the image to your current world^^

    If this command can be called from a plugin for a regular user

    Yes, but this command will be bound to a permission, so if you want to invoke it for a user (via player.executeCommand()), you have to make sure that the user has the permission for that. The new permission will probably be called deletechunks (under "commands"). If a user has this permission, he will be able to execute the deletechunk console command ;)


    But it probably makes sense to have a separate method in the API for that, e.g. something like "World.resetChunk()" or "World.deleteChunk()"... I will put this on my list :)


    I think will not be a problem with old legacy world pre cave update, where some sectors have generated with another algorithm (because seed of chunks are saved in metadata of sector?)?

    The game will update the transition between the deleted chunks and neighbouring chunks automatically in this case ^^


    maybe red surprise us with next update?

    I can't guarantee that, but I will try to add this command with the next update :saint:

    So is it possible override the hover background colour on modal windows like the Accept_Decline one?

    No, unfortunately this isn't possible currently :/ Basically the hover style is defined in the RW .uss file... yes, USS is Unity's version of CSS (but unfortunately it lacks some CSS features). The API allows you to load custom USS files (StyleSheets), but right now you can only apply them to API-created elements...


    But we could add a method to the Internals class which enables you to apply custom StyleSheets to any UI element (this way you would be able to override the hover style of built-in elements) :)


    There is just a small, but annoying limitation: Unity doesn't allow dynamic StyleSheet creation from text, instead it needs to be imported or created in the editor. As a result, you can only load custom StyleSheets from AssetBundles atm. They said that they want to change that 3 years ago, but unfortunately that didn't happen yet...

    I think this could be done by a new onMouseMove method and moving a image x y pos, but then again, this may trigger too many events and may not be feasible and may end up being clunky.

    Unfortunately this would indeed cause problems... the biggest issue is that the client would frequently send packets to the server then (and vice versa). And actually it wouldn't work well anyway, due to the latency between client and server :|


    It seems that Unity wants custom cursors in a specific texture format... probably we'll have to add a separate asset type for cursors, but I'll have to take a closer look at this. Unfortunately this won't make it into the upcoming update, but I will put this on our to-do list :)

    Hey, sorry for my late response! But deleting chunks is a bit tricky unfortunately... basically you can delete chunks manually from the database (this only works properly while the server isn't running), but if there had been terrain modifications in that chunk, there might be seams between the newly generated chunk and the surrounding chunks :/


    But I can add a deletechunk console command which could be used to delete/reset a chunk (i.e restore the original state) :)

    Hey, I'm sorry to hear about the issue :/ Basically the new version only uses UDP, which is connectionless. Unlike TCP, you don't establish a connection, instead you just send data to the server. If some of the data gets lost (e.g. due to unstable connection), it doesn't matter.

    However, if the server doesn't receive data from you for a certain amount of time, you will be kicked. And the same applies to the client (if you don't receive data from the server for a certain amount of time, you will get a time out).


    Do you get disconnected from a particular server only, or does it happen on other servers as well? When getting disconnected, does the same happen with other players at the same?

    Is it possible to join the server again right after getting a disconnect?


    If your internet connection is stable (and your ping to the server is "good enough"), it might be a firewall or anti-virus program which interfers with the connection.


    Maybe you could send a report, this might help to get a bit more information about what's happening exactly. To do that, wait until you get disconnected from a server, then open the console (once you're back in the main menu) by pressing ~ or ` and type report. Maybe add some additional information like "disconnect from server" and send the report :)

    Has there really been a request for this before? :wat:

    But unfortunately it's currently not possible to change the cursor via API... changing the cursor in UI Toolkit was broken in older Unity versions, so we never implemented cursor affordance for the game... not sure about the current state in UITK.

    If I understand correctly you want to be able to change the default cursor as well as set custom cursors when hovering API-created UI elements? ^^

    It is actually possible to change at least the opacity of the hotbar on the HUD - but unfortunately this setting isn't exposed to the settings menu yet... but this will change with the next update :)

    To change the HUD hotbar opacity, you can go to the game directory and open the "config.properties" file with a text editor. Change Game_HUDQuickslotOpacity to a higher value (between 0 and 1) to make the hotbar more opaque. Maybe you also want to change the Game_HUDQuickslotColor setting, which affects the color of the hotbar. It expects an RGB hex value, e.g. to make the hotbar darker, you could just enter #000000.


    For the building info box (on the left side when holding a building element in your hands), you can change the opacity in the settings menu, as mentioned by CursedXistence ^^


    Are there other HUD elements you want to change? This also sounds like you want to make the inventory background more opaque?

    Sure, but it depends a bit on which message box you're using, because they have a slightly different layout ^^ Like the radial menu, they're created and attached dynamically, so you have to overwrite the style right after showing the message box to the player.


    When showing a regular message box (via Player.showMessageBox()) and you want to change the left button, for example, the path would be MessageBoxLayer/DefaultMessageBox/buttonContainer/buttonCenterContainer/buttonLeft. The code to do that could look like this:



    If you want to change the background color of the message box itself, for example, just apply the style to MessageBoxLayer/DefaultMessageBox. But keep in mind that message boxes have a background image, so instead of changing the backgroundColor, you have to change backgroundImageTintColor.


    To get the path to elements, the easiest way is usually to use the integrated UI debugger (just enter uidebugger without parameters into console). Since active message boxes prevent you from opening the console, you can enable the UI debugger first, then bring up a message box. Hover the element to see the path of it (rightclick on it to copy the path, or alternatively find the path in the top left corner) :)

    I could add a method to provide individual colors for each items (for plugin-created radial menus) :) However, changing built-in radial menus is a bit tricky... they're created dynamically, so it's very difficult to access them through the Internals class... the cleanest way for that would be to have an event (the event could then provide methods to modify the radial menu). It's on our to-do list, but unfortunately I have no ETA for that yet :silenced:


    But for plugin-created radial menus, it's actually already possible to modify it by overwriting the internal style of the menu. Unfortunately it's a bit cumbersome. The path to the entry is RadialMenuLayer/radialMenu/radial_X_Y_selector, while X is the amount of entries of the radial menu, and Y is the entry you want to change (first entry is 0).


    For example, if you create a radial menu with 5 entries (i.e the arrays you provide have a length of 5) and you want to change the color of the first entry, the path would be RadialMenuLayer/radialMenu/radial_5_0_selector. The last entry, for example, would be RadialMenuLayer/radialMenu/radial_5_4_selector etc. The code could look like this:


    But I will also add a parameter for that (to the Player.showRadialMenu() method), so there is no need to deal with internal styles. Probably it'll make it into the upcoming update :D

    Basically the performance of P2P greatly depends on the involved relay server (depending on where you live). Some people have little to no problem playing via P2P, while others might run into a lot more problems. It's great to hear that P2P works fine for you :) :thumbup:


    A classic LAN game (despite its name, it can be played over the internet) or a dedicated server has less overhead than Steam P2P, but unfortunately their setup requires more work (port forwarding when hosted on your pc etc). Setting up permissions for a dedicated server can also be more time consuming, while P2P simply uses the game settings of the host.


    But in general, however, P2P and dedicated servers are solutions to different problems: if someone just wants to play with friends, he should use the P2P option. If someone wants to host a public game, the dedicated server is the right choice.


    Sometimes the players on the map freeze on 1 position

    This indicates that the world (or more precisely, the relevant chunk isn't loaded). If it's always happening at exactly the same position with no way to fix it (i.e. if neither reconnecting nor modifying the chunk helps), the chunk might be corrupted. If it's only happening sporadically, it's most likely a typical limitation of P2P: if there is too much pending data to send, Steam unfortunately just drops the packets at some point without notifying the game about it. This results in clients waiting indefinitely for the chunk data (so the chunk never fully loads, and once a player enters the chunk, the game freezes him to prevent him from falling through the ground). If this happens, clients can re-request the chunk by typing refreshchunks or even refreshallchunks - this usually solves the problem.


    Having said that, the next update will introduce some changes which hopefully mitigate this issue.


    when a player dies the body will glitch out and the texture will make mega big shards and anything idk

    This is a bug that happens mainly in multiplayer... it's not related to P2P or dedicated servers. Unfortunately we haven't touched it yet... but it's on our to-do list :)

    Tatsächlich gibt es eine Einstellung dafür, nur leider ist sie momentan nicht im Einstellungsmenü zugänglich. Das werden wir aber mit dem nächsten Update ändern ;)


    Bis dahin kann die config.properties Datei im Spielverzeichnis manuell mit einem Texteditor geöffnet und dort Game_HUDQuickslotOpacity auf einen höheren Wert gesetzt werden (max. 1). Damit werden die Taschenplätze undurchsichtiger. Gleichzeitig kann theoretisch auch die Farbe geändert werden via Game_HUDQuickslotColor (hier wird ein RGB Hexadezimalwert erwartet, zB #000000 für komplett Schwarz).

    Hey, do you mean the color of all radial menus (including the buit-in ones)? Or only colors for radial menus created by plugins (via Player.showRadialMenu())? Do you want to set a general color for the entire menu, or individual colors per entry/item? ^^

    Oh, thanks for letting me know! It used to only support 11 entries, but we expanded it to 15 - however, unfortunately there ist still a hard-coded check in the API that clamps the value to 11... I've removed that now, so you will be able to add up to 15 entries after the next update :)

    how about the Alt key?

    We could use it, but it would collide with "Walk" (which uses the Alt key by default) :thinking:


    There is actually another feature that's waiting for a dedicated key: something to change the grid rotation. Right now it can only be changed via command... not sure if it's better to move that to the building menu instead (which can be opened by holding C)? Or would it be better to move the texture offset option there? :dizzy: