Posts by red51

A small new update is available now!

    Sorry für die späte Antwort! Besteht das Problem mit den Markierungen denn immernoch? Ist die normale Spielersynchro denn korrekt, also laufen deine Mitspieler korrekt durch die Gegend, oder wird das auch nicht richtig synchronisiert?

    Diese Daten werden über UDP versendet, es kann also sein, dass die UDP aus irgendeinem Grund nicht bei dir ankommen. Der erste Verdacht wäre in dem Fall dann tatsächlich ggf. eine Firewall oder Antiviren-Programm.

    Thanks for your feedback regarding blueprints! :)


    Some of my buildings are large so i had to make serveral bp and normally on the old version i could just easily set them back up because the had "blocks" in them so they basically snapped back into place and lined up perfectly with the other bp

    Basically that should still work: If the blueprint contains a block with unit size (i.e. 1x1x1), it will try to align this block with the grid (to get the same behaviour as in the Java version, make sure to use the largest grid size).


    If that doesn't work for certain blueprints, it could be a bug. In this case, please send me the blueprint in question (either upload it here or send it via PM to me), so I can take a closer look at it ;)


    It also seems the point of rotation is different. I made a bp like i used to do in old version, but on new version it is not rotating in center of bp but seems the point of rotation is changing as i rotate the print.

    This happens if the grid is active: The blueprint still aligns to the grid after rotating it, that's why it's slightly changing its position while rotating. To avoid this, you can either disable the grid by pressing G, or alternatively "lock" the element by pressing right CTRL (i.e. for manual positioning mode). In this mode, you can hold CTRL and use your arrow keys to rotate the blueprint.


    so on the old version you could set up a bp like showed in picture and when you placed and rotated the bp, it would set the Center of the bp area as the rotation point

    In the new version, the blueprint always rotates around its center, which definitely feels a lot more natural than in the Java version, where the originally selected area of the blueprint was taken into account: That area isn't visible anymore when placing the blueprint, so it feels like the blueprint rotates around an arbitrary point. These two gifs show how the same blueprint behaves in the Java version (rotating around a seemingly arbitrary point) and the new version (rotating around the center):


     



    Having said that, I agree that it would be a nice feature to change the rotation point for blueprints. In theory this partly works via pivots, but they're not working well with blueprints atm...


    Maybe we could think about an option to always use the blueprint area for rotation (so the behaviour would be like in the Java version) :thinking:


    Cant seem to accurately place a blueprint, i setp to 0.01, turned on grid, turned grid off, nothing seems to help

    When changing the movement precision, I'd recommend to disable the grid, otherwise the element will always snap to the grid.


    If you need a higher precision than 0.01, you can basically still use the setp command (e.g. setp 0.001)


    There is one other small slightly annoying thing that happens to me. When i open the game i have to resize the window which is not a problem. The problem is that whenever i use the command window and hit the enter key, it resizes the window to its original size.

    You're playing in windowed mode, right? When playing in windowed mode, the initial size of the window depends on the selected resolution (in the graphics settings). For example, if it's set to 1920x1080 (fullHD), the window will have a width of 1920 pixels and a height of 1080 pixels etc.


    However, I can confirm that when changing the window size manually (by resizing the window), it is set back to the original size when changing any options. Using certain console commands (like setp, setr or setl) trigger that, for example. We will change that with the next update ;)

    As a workaround, you could use the building context menu (by holding C) - changing any settings there should not interfere with the resolution ^^

    How do you turn the block?

    I've run out of possibilities.

    Make sure to disable the surface edit mode first, then you can use your arrow keys (and page up/down) to rotate the block around the X, Y and Z axes ;)

    The "service_log.txt" is not created by the game, it's created by Steam. It's not necessarily related to the issue you're experiencing.


    I can't load multiplayer unity - 5% and it fails.

    This indicates that probably either the ports are not forwarded, or a firewall / antivirus program blocks the connection. According to the log, you've set up port 4251 for the server, so in this case, you have to forward 4250 and 4251 TCP and UDP.

    You can check if the ports are correctly forwarded and reachable on this site (make sure the server is running when performing the check): https://www.yougetsignal.com/tools/open-ports/

    Also die Tiersounds von Elefanten, Bären usw. stammen alle immer von den tatsächlich gespawnten Tieren, die in der Gegend herumlaufen ^^ Würde man zB alle Tiere deaktivieren, würde man niemals keine Tiergeräusche mehr hören.


    Die einzige Ausnahme sind Vögel und Insekten: Da diese ja nicht direkt in der Welt spawnen, werden diese Geräusche quasi "aus dem Nichts" erzeugt. Die sind tatsächlich abhängig vom Biom.


    In deinem konkreten Beispiel (Safaripark im Eisbiom): Wenn du dort einen Elefanten spawnst, dann würde er auch weiterhin trompeten :D

    Thanks for the log file! :) So it's about the dedicated server?


    Unfortunately I couldn't find this entry in the server log... where did you see that message exactly? It's a message from Steam, but it's usually not directly related to Rising World. Is there a particular issue you're experiencing with your server, or did you just see the message?

    Die neue Version bietet leider noch keine getrennten Lautstärkeregler für die einzelnen Sounds :( Das kommt aber auf jeden Fall noch.


    Das einzige, was du momentan machen kannst, ist das Wetter auf "sonnig" zu ändern - dann ist der Wind zwar nicht weg, aber zumindest weniger intensiv. Der Konsolenbefehl dazu lautet weather clear 1

    Thank you for replying so quickly :thumbup:

    I forgot to mention I have a Asus router and my ports are set to 4254 TCP and 4255:4259 Both (TCP UDP) is that correct.:thinking:

    If you're using the default server port (4255), you have to forward ports 4254, 4255, 4256, 4257, 4258 and 4259 TCP and UDP in your router ;)

    On this website you can check if port forwarding was successful (make sure the server is running when checking the status of the individual ports): https://www.yougetsignal.com/tools/open-ports/

    Yep, I'm just trying to figure out exactly how far I can take my plugin rebuild before the new API release. If it's just a matter of tweaking some ID numbers I should be safe to crack on.

    Yeah, the spawnNpc() methods and the Npc class will mostly stay identical :)


    I agree that having a way to add custom ores would be great 8):thumbup:


    We still need some sort of pipeline to load custom elements (like custom plants, animals, items, but also things like ores maybe). We need to think about a proper abstraction for this... unfortunately I can't say much about that at this stage :silenced:

    Thanks a lot for sharing your findings! :):thumbup::thumbup:


    If you will travel far above world you will see that the world looks like a planet with blue atmosphere with galaxies and stars around in the sky

    Hehe, I'm surprised that barely anyone has found the orbit yet :lol: The orbit is a specific location (similar to hell). Atmosphere slowly fades away at Y 4000, and at Y 5000, you're entirely in orbit. This also has an effect on ambience sounds and gravity (it is a lot lower there - this is noticable when throwing items away).


    However, this area is still work-in-progress - that's why the planet looks a bit dull there. This will definitely change in the future :D Maybe we will also enable people to build there, but that's a low priority feature right now ^^


    Since when you can leave the planet =O 8|

    Basically this is possible since the original demo release :D But unfortunately there isn't much to do there yet :saint:

    First of all the error... from rw_server.exe - System Error. The code execution cannot proceed because MSVCR120.dll was not found.

    If you want to run the server from the exe, you need to install MS VCRedist 2013. Basically the exe is just there if someone wants to launch the server through the Steam client. Otherwise it's recommendable to to run the server through the "win_startscript.bat" instead (there is usually no need to install VCRedist in this case) ;)


    The thing I don't understand is this part ./steamcmd.sh

    This is basically just relevant on Linux (I've updated the post to clarify that a bit) ^^


    On Windows, you can just run the "steamcmd.exe", then login via login anonymous (or use your Steam account credentials) and download the Java server via app_update 339010 validate. Once you're ready, you can log off via quit.


    in the Command Prompt window it responds back with, force_install_dir must be entered before you login.

    Hmm... that seems to be a new requirement :thinking: Apparently Steam has changed that a few months ago... thanks for bringing this to my attention!


    It's just a warning, however, so changing the install dir after login still works. And as mentioned, the "force_install_dir" command is merely optional (only relevant if you want to install the server to a different location), so there is no need to use it ^^

    While peaking through the config files I've noticed this


    input_vehicle_changeseat=KEY_X

    input_vehicle_engine=KEY_I

    input_vehicle_geardown=KEY_Q

    input_vehicle_gearup=KEY_E

    Oh, it looks like you're accidentally using the wrong config file - the one from the Java version :saint: Please make sure to open the config.properties file from the "_New version" subfolder :D I know it's a bit confusing currently while both


    In the Java version, the vehicle-keys were mainly used for the RIB btw... The vehicle-related keys are also present in the new version, but they're still unused there (because we neither have vehicles nor boats yet).


    It may be a little funky to control vehicles. I even shared it with a potential modder/modeler, they found it funky

    Can you elaborate on that? :wat: Do you refer to the RIB in the Java version? ^^ Or do you mean the default bindings for vehicles are a bit problematic in general?

    Das wird tatsächlich möglich sein, wie yahwho schon sagt: Das Spiel sammelt bereits diverse Statistiken über den Spieler, darunter zB auch die Strecke, die ein Spieler zu Fuß zurückgelegt hat, oder per Fahrzeug, oder im Flugmodus usw.

    Einen Gesamtwert gibt es zwar leider noch nicht (fügen wir aber vll noch hinzu), d.h. man müsste die einzelnen Distanzen zusammenrechnen (also gelaufene Distanz + geschwommene Distanz + geflogene Distanz etc), das ist aber problemlos möglich ;)


    Die Player-Klasse wird dafür in der neuen API eine getStatistic() Funktion erhalten, die einen int Wert zurückgibt (bei der Strecke ist das immer die Anzahl an Blöcken, die der Spieler bisher zurückgelegt hat).

    Hehe, it's indeed our intention to add hang gliders to the game :saint: We will probably start working on that some time after the world generation update. I'm also curious about how well it will work with the physics engine, but it's already promising - I'm sure it will be a lot of fun :D


    In general, it would be nice to have more flexible ways of movement. Considering mountains can be a lot higher in the new version compared to the Java version (up to 4 times higher), it would be a good idea to put a bigger focus on such ways of movement. That would also include other things like hot air balloons, grappling hooks etc.


    Btw, I'm not aversed to a fantasy-approach either - e.g. some sort of wings that could be found in dungeons (which would basically just act as a "fancy glider", but a bit more flexible). This may be something that could make looting more rewarding.

    But this is something we definitely need more feedback about... maybe we'll do a survey once the new version is a bit more fleshed out ^^

    Q.1. Hostile humanoid NPCs. Is the aim to bring back hostile humanoid NPCs in the same form as the existing ones? By this I mean the variants that are currently used. (E.g. Bandit with bow, skeleton with armour). I guess what I am getting at here is, are they going to be an exact replica (from an API point of view) or are they going to change?

    Well, that's a good question :D Do you mostly refer to the API calls which take the variant id (e.g. "spawnNpc()")? Variants will probably be mostly the same (but I can't say for sure, it depends on the actual items and clothes we're going to add to the game), but maybe NPCs will get new type IDs (which are also relevant when using the "spawnNpc()" API-method)...


    Q.2. Ore. Are the ores going to stay the same, or are there going to be more variants / removal of certain ores (E.g. no longer any mithril reintroduction of cobalt?).

    We only want to introduce ores which will actually be useful for the player, or more precisely, we only want to add ores that are required for crafting ^^ Otherwise it's can be a bit frustrating for players if they find a new ore, but there is nothing they can do with it.


    Once we have some proper items that can be made out of cobalt or mithril, we would actually reintroduce these ores :)


    Q.3. Diamonds. I'm sure(?) I have read somewhere that you intend to add diamonds to the game. Is this going to be added as an additional ore (from an API call point of view). And if so, are you planning on adding any others and will these be released with the world generation update that includes other ores? Or, is this a long term objective and won't be implemented yet.

    Yes, we have plans for gems and diamonds. They will be added as separate items, so they're not part of the terrain (and therefore they won't be considered ore). But this won't be part of the world generation update unfortunately, so it's rather a long term objective :saint:


    Q4. Final question, will weather still remain global, or will localised weather be possible?

    Probably there won't be local weather for the time being :( Biomes will have an impact on the global weather though (similar to how it worked in the Java version), e.g. rain will turn into snow in cold biomes and will be absent in deserts.