Oh, the permission files are correct Galochka
There is apparently a bug in the game related to colors, but unfortunately I wasn't able to take a closer look at this issue yet...
Posts by red51
A small new update is available now!
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That would be a nice effect for rain (something similar could maybe also work when after diving in the water)
I'll put this on our to-do list -
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Seems like one of old artifacts - "shadow acne" - is not present anymore (probably related to Unity version), or it require specific conditions that I can't recreate anymore. But another bug - light bleeding - can be recreated. Conditions are many modern light sources on large walls and reflective material under them.
Oh, actually this seems the be rather caused by the shadow resolution
The recently added lamps use a very low shadow resolution (6 shadowmaps with a resolution of 32x32 px)... we wanted to keep it as small as possible so all shadows fit into our shadow cache. It seemed to be sufficient in most cases, but apparently a higher resolution is needed to avoid situations like the one on your screenshot...We ultimately want to provide more control over these things. Right now the shadow quality setting only affects the sunlight shadows, but changing that is definitely planned

Sometimes maximum number in 50 lights is not enough for large buildings, probably if user have powerful PC it will be good to have more light in the scene.
I agree that having a higher limit would be definitely helpful.
At this moment distant lights are not visible (or cutted due to light amount limit). It will be great it will be possible to bake their light (for example into large-scale voxel grid) or have lights without shadows
We have been thinking about rendering distant lights without shadows, but sometimes this may yield undesired results (lights going through walls, illuminating areas which are supposed to be dark)...

I got it too
Oh, this is weird
Does the light come from a lantern, or is it a colored lamp? It looks like the lamp is placed under the floor, is that correct? What size does the blocks on the floor have, i.e. what thickness? -
Thanks a lot for your feedback
Glad to hear about the improvement in terms of performance!Great screenshot btw!

Will we eventually be able to hand place blobs of stone/dirt/ore in new version like the old?
Yes, that's planned

creative mode - can no longer 1 hit items. takes 2 hits?
This was originally done to prevent elements from being destroyed by accident... I'm not sure if this is still needed, considering there is now an undo command...
You can enable instant digging for survival mode though, this causes elements to break with a single hit in creative mode. Maybe it's better if we add a separate setting for this

In multiplayer, however, there is a specific creative mode permission available for this: "instantdigging" under "creative"
add/subtract tool. if set to specific level mode, the grid plain does not show/red collision sections with the ground surface like java version does, making it difficult to determine ground level/height/depth.
Oh, this is a bug which does only occur in the built game apparently
We will fix that!area selection tool (F5 then #4) will behave similar as add/subtract tool (will remove or add terrain if you make a selection below or above ground surface and press right click or delete key)
It's basically intended that the terrain area tool (F5 -> 4) can both add and remove terrain... it basically works like in the Java version. Or did you mean something else?
creative toolset (F5) hud text incorrect when toggling the continuous edit tool. (paint, add/subtract and smoothing tools), continuous/single click toggle hud text .. should read 'continuous editing enabled' it rather displays code: 'message.creative.continuousediton'.
Oh, thanks for letting us know, this will be fixed in the next update

input lag when using mouse wheel or keyboard to select a hand slot (1-5)
Yeah, that's definitely something that needs to be reworked.
hitbox on small / thin planks can sometimes not register resulting in pickaxe mining terrain or damage to an object behind it.
Hmm... unfortunately I wasn't able to reproduce this issue... does it happen with blocks, or with thin glass panes (irrespective of their mateiral)?
soccer goals sometimes get destroyed after some time when 2 placed apart facing each other. One will disappear, very intermittent. I suspect from a nearby ground alteration, but cannot easily reproduce. I once destroyed one simply by painting the grass near it .. but then couldn't reproduce every time
Was the goal placed on a flat surface, or on uneven terrain? There is actually a bug which causes objects to break in certain situation when placed on a slope, for example.
came across an iron boulder that could not be destroyed whilst other boulders could. restart of server corrected it. *Note: Upon breaking this boulder, it triggered the demolition of a soccer goal 20m away.
That seems to be a bug. It was reported by other users as well, but unfortunatly I couldn't reproduce it yet... apparently this only happens in multiplayer... I will take a closer look at this!
Admin option to make dropped object, or body to NOT despawn and behave like an object instead (creative deco purposes). I know about Settings_ItemDespawnTime=7200 (3hrs) or so, but a way to make this indefinite for only select items to prevent despawn - admins only
Actually we want to introduce a way to place items persistently in the world
This wouldn't work for dead bodies though (currently they don't get stored in the world database)...Areas (F9) -- have option on radial dial to resize areas vs having to delete/remake.
This is on our to-do-list

Leg and arm animations needed in 1st person view. e.g. kicking the soccer ball being able to see legs and feet .. looking down at your feet, walking / running
It's planned, but unfortunately this has a low priority at the moment

Add ability to punch and show animations of it (fist fights, destroy or push items, gives small damage)
Maybe it's not a bad idea to implement something like that... we will take that into consideration!

server option to allow for full structural integrity of buildings. 'floaters' kill immersion
Well, this is a bit tricky unfortunately
It's computationally expensive to find out whether or not an element has contact with the ground, especially when lots of construction elements are used (e.g. buildings consisting of thousands or even tens or hundreds of thousands of elements)...Maybe we will add something like that in the long run, but for now I'd prefer to put it on the back burner

hot air balloons than can be used

This is planned, but unfortuantely I have no ETA for that feature... first we have to implement a few other vehicles and boats

More excellent sounds and music! hats off to the music and sound producers. Most excellent work and is key to great immersion. huge ambient music fan here, very soothing.
Thanks, the credits go to waveshapr (who is responsible for our sounds and music)

Creative ability to add sound objects to locations e.g. certain song to be played in a building, or sound effect.
One thing we definitely want to make available is our jukebox plugin (once the plugin API is ready)

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Eine Teleportfunktion i.V.m. der Karte ist tatsächlich auf unserer Todo-Liste
Sehr viel mehr kann ich zur Karte aber leider noch nicht sagen... ein Hauptunterschied wird noch sein, dass die Kartendaten im Multiplayer nun mit dem Server synchronisiert werden, wobei das im Singleplayer keine große Rolle spielt... -
Thanks a lot for your feedback

Will it be possible to have a bound key that will lock forward movement, especially when boating from island to island, to allow for doing other things while traveling? My current world in java version is quite extensive and simply boating from here to there takes a long time. I've not timed it, but I can easily cruise my water ways for at least 1/2 hr without retracing my path. Hand cramps are frequent.
This has been suggested before, and I think it's not a bad idea to have such a feature

The other item is being able to access compass, watch, etc. while mounted on chair, rib, horse, etc. My world is large enough and convoluted enough to easily get lost in. Not wanting to over use the map in game mode, I hop off the rib in the middle of the sea, and while treading water, I check my bearings...

For chairs this is actually already implemented - i.e. you can use any item while sitting on a chair
When it comes to vehicles or mounts, it's certainly a bit more tricky, but it's on our to-do list. -
Working with the grid is indeed a bit tricky if you're not using a 1x1x1 sized element... in this case it's indeed easier to disable the grid (G) and use the pivot snapping instead (Return key), as suggested by Avanar

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Stone pillars with candles in them. I notice when I use normal scythe, I knock candles out of the premade ones to cutting down random trees while cutting grass with no trees around.
This is unfortunately a bug in the current version. It typically affects certain trees which have a specific rotation and don't have enough contact with the ground. You can prevent this from happening by setting "Enable Gravity for Plants" to false in the misc settings, but the next update will also fix this issue

Notice more stone than iron boulders. Does iron respawn over time for this build or still have to hunt more boulders down.
As Avanar mentioned, iron ore does not respawn... there should be still enough iron on the demo island available for the current crafting recipes. The situation will change once the world generation update is ready (providing a much bigger randomly generated world). We also want to introduce underground ores in the near future

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Thanks for the log
Unfortunately this looks like the graphics card is not compatible with the new version... the Intel HD Graphics 5500 adapter unfortunately does not meet the minimum requirements of the game... the integrated graphics adapter lacks support for various graphics features that are crucial for the game, but also for Unitys new HDRP (the underlying render pipeline we're using) 
But even if the game would start properly, I'm afraid it would still be unplayable due to low framerates... the minimum requirement for the game is a GTX 650 Ti or a GT 1030 - which are more than 4 times more powerful than an Intel HD 5500

I'm so sorry that I don't have any positive news

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Thanks for your suggestions

1. Normal & Texture Blending for objects on natural terrain
We have been thinking about something like that in the past, but I don't think the performance impact is really worth the effort... We barely have natural elements like on the screenshot (i.e. elements where a large portion of them is covered by terrain), and on the few remaining elements where such a technique makes sense (e.g. rocks), the effect would be barely noticeable in RW I guess. In RW there are probably only very few situations where such an effect really pays off...
2. Stochastic textures for natural terrain (and probably some materials)
While this is a great technique for natural looking materials, I'm not so sure if RW would really benefit that much from it... It has an impact on performance, especially when combined with triplanar mapping (which is used on our terrain). We're already using a distance-based tiling which reduces tiling on mountains, and while this is far from being perfect, it seems to be at least sufficient on naturally generated terrain. One still notices tiling on flat surfaces (like the current area surrounding the demo mountain for example), but after the world gen update, that area is covered by water anyway.
But this is something we may implement in the future

3. No-intractable debris from object
Looks like right now "physical debris" from all objects can completely break player interaction with world, for example if you will use pickaxe in front of debris - it will destroy debris piece and not object behind it. I think this is a bit unbalanced behaviour as right now debris is a visual option. So, my suggestion is to make it ignorable by all raycasts and interactions so it will be more like 3D particles than real objects.
We could maybe introduce an option for this
The original idea was to give the player a way to remove debris manually (considering it takes some time until it despawns automatically, depending on the settings), especially if it obstructs the view 
4. Mouse scroll enhancements.
Mouse wheel can change cells on the hotbar, but the problem is that it probably doesn't always behave as you expect from it. For example it will not switch hotbar cell if you will spin it too fast. And if it will change - it will change only one cell. My suggestion is to make it similar to other games (like Minecraft, for example) where you can smoothly change all hotbar cells with one spin instead of constantly pausing between them or moving wheel very slow.
I fully agree on this. Scrolling definitely needs a rework so it behaves like in the Java version

5. Increase shadow bias (or make it configurable)
There are some cases of shadow bleeding of some surfaces. If shadow bias will be a bit larger - light will have less artifacts. It probably can be configurable inside graphic settings as different shadow resolution probably require different values.
Most of our lights have a unique bias setup... we could introduce a configurable global factor for this, but I'm not sure if there is a value that fits all situations...
Is there a specific light you where you've experienced any bleeding or artifacts, or could you maybe share a screenshot of a situation where this happens?
Small bug at the end of list - shader distance will be reset on every game re-launch to default value. I didn't test other values but this bug can probably have same effect on other graphic settings.
Oh, thanks for letting us know, this is indeed a bug! We'll fix that with the next update

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Wir könnten das theoretisch mal ausprobieren. Ich gebe zu, dass ein weiterer Weg, Bauteile zu verschieben, auf jeden Fall sinnvoll wäre
Es könnte allerdings sein, dass das Radial-Menü zu sehr die Sicht versperren könnte 
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Danke für den Hinweis, das wird mit dem nächsten Update behoben

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Möglicherweise habe ich noch Horrorvisionen von damals, als ich einen riesigen See vergrößert habe und danach überall Pflanzen in der Luft hlngen und es keine Möglichkeit zum Entfernen gab. Ich glaube ich habe bis zum heutigen Tag nicht alle entfernt.
Ja, das war damals tatsächlich ein großes (und auch nerviges) Problem...
Dafür ist es in der neuen Version ja so, dass Pflanzen, die keinen Kontakt mehr zum Boden haben, *eigentlich* automatisch umfallen bzw. verschwinden sollten. Dafür muss in den Einstellungen unter Verschiedenes "Pflanzen von Schwerkraft beeinflussen" aktiviert sein (sollte standardmäßig aktiv sein).Ich vermisse Schilder. Wann kann man damit rechnen dass diese ins Spiel kommen.
Ich kann leider noch keinen genauen Zeitpunkt dafür nennen... möglicherweise werden Schilder wohl erst nach dem Welt-Generierungs-Update kommen

UnauthorizedAccessException - Access to the path "D:/Program Files/Rising World/RisingWorld-NewVersion/config.properties" is denied.
Hmm... das sieht auf dem ersten Blick so aus, als würde irgendwas das Spiel daran hindern, auf die config.properties Datei zuzugreifen
Tritt das bei jedem Spielstart auf? Was für ein Antiviren-Programm verwendest du? -
Erze als Bestandteil des Terrains, also als Terraintextur, werden noch kommen (das werden die Erze sein, die unterirdisch spawnen). Der jetzige Eisenerzbrocken ist davon unabhängig und ist eigentlich nur dafür gedacht, dass sowas an der Oberfläche schöner aussieht, als wenn dort am Boden einfach eine platte Erztextur wäre.
Die unterirdischen Erze werden zusätzlich dazu spawnen. Wenn Erz also unterirdisch spawnt, dann als Terrain Textur. Wenn es an der Oberfläche spawnt, dann als separater Felsbrocken.
Man wird Erze später auch ganz ausschalten können (quasi wie in der Java Version). Wir könnten auch eine Option einbauen, nur Erze an der Oberfläche zu deaktivieren... aber wenn die Erzbrocken stören, dann müssten eigentlich auch die normalen Felsbrocken stören?

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Despawn-zeit für weggeworfene Items gibt es ja bereits. Einfach eine weitere Option hinzufügen das Items liegen bleiben können. Dann könnten wir Fässer und Kisten mit sämtlichem Material füllen. Mir würde dieses Feature sehr gefallen. Für die Mittelalter-Baumeister hier im Game wäre die gewollte Unordnung an Baustellen sicherlich sehr authentisch

Naja, das wäre ein cooles Feature, aber wie gesagt, da hätte ich ein wenig Sorge vor den Auswirkungen auf die Performance
Wenn Items immer liegenbleiben, dann wird sich im Laufe der Zeit wohl unweigerlich unendlich viel "Müll" ansammeln, und wenn dann Tausende oder gar Zehntausende (oder mehr) Items in der Welt rumliegen, dann wird das zu Performanceproblemen führen... im Multiplayer wäre das noch ein Vielfaches extremer, aber selbst im Singleplayer wird das problematisch... als Spieler würde man sich ja nichts negatives dabei denken, zB könnte man auf die Idee kommen, seinen Keller bis unter die Decke mit Items zu füllen, oder einen Geldspeicher à la Dagobert Duck zu bauen und zu befüllen
Die schiere Menge an Items, die dort zustandekommt, würde wohl den besten Rechner in die Knie zwingen, was dann wieder zu Unmut beim Spieler führen könnte ("ich hab nur mein Holz im Keller gelagert und schon ruckelt es"). Items sind aufgrund ihrer Art wesentlich teurer zu rendern als bspw. Bauelemente.Ich würde es erstmal bevorzugen, wenn man ein Feature hat, Items von Hand zu platzieren. Zwar kann man es hier natürlich auch "übertreiben", aber die Chance ist wohl deutlich geringer, wenn jedes Item bewusst platziert werden muss, als wenn ich einfach nur irgendwo stehe und Q spamme

Langfristig könnte man aber vll einmal damit herumexperimentieren, wie sich das verhalten würde, wenn weggeworfene Items dauerhaft liegen bleiben (zB als versteckte Option, die man explizit aktivieren muss).
Beim Arbeiten mit dem Terrainwerkzeug werden bei mir die Erze nicht entfernt, sondern ich muss diese manuell entfernen.

Wie Avanar schon erwähnt, werden Erze momentan über das Pflanzenwerkzeug entfernt. Ich gebe zu, dass das etwas befremdlich wirkt... tatsächlich werden natürlich spawnende Felsbrocken (wozu auch der jetzige Eisenerzbrocken zählt) vom Spiel wie eine Pflanze behandelt. Das hat einerseits Performancegründe (das Spiel muss eh für nahezu jeden Chunk Pflanzen generieren, daher können Felsen etc. direkt mit in diese Liste aufgenommen werden), andererseits müssen Faktoren wie zB der "Verschneitheitsgrad" für Felsen gleichermaßen gelten wie für Pflanzen (was bei normalen Objekten hingegen ja nicht zutrifft).
Wir werden aber das Lösch-Werkzeug anpassen, sodass Felsen dort zumindest nicht mehr als Pflanze betrachtet werden. Stellt sich nur die Frage, ob das wirklich ins Terrain-Werkzeug gehört (da dieses Erz ja nicht direkt Bestandteil des Terrains ist), oder ins Objekt-Lösch-Werkzeug?

Hallo red51 , ist es normal, das man seine Leiche nicht entfernen kann?
Ja, das ist momentan leider noch nicht möglich

Aber wie ich gerade bemerke, kann man weder in das Inventar des Toten sehen, noch die Leiche entfernen.
Leider ist auch das noch nicht möglich... das Inventar ist nicht zugänglich, weil Kisten generell noch nicht implementiert sind (und das Inventar des Toten ist quasi auch nur eine Kiste). Eine Option zum Entfernen der Leiche muss aber auf jeden Fall bald her.
P.S. Dieses Account besitzt jetzt ein Rising World Standalone-Spiel, damit ich 1. einen 2. Spieler habe für die Spätere Plugin Entwicklung
UND 2. um natürlich JIW-Games zu unterstützen. 
Hehe, vielen Dank



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Vielen Dank für den Report, der ist angekommen
Irgendwas stimmt mit dem No-Clip Modus auf jeden Fall nicht, ich muss mir das einmal genauer unter die Lupe nehmen 
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Hehe, that would be a nice addition
We have something similar planned for meat, so it definitely makes sense to have this for marshmallows too 
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100%! I hope there will be a way in survival mode to do this in the future red51

We definitely need to think about this. We have to find a logical way of doing something like this in survival mode (i.e. what sort if item one would carry in his inventory in order to place a boulder etc)

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Thanks for the permission files Galochka , I will take a closer look at why the colors don't get updated properly
