Posts by red51

    Achso, es handelt sich um die Java Version? Weil im Thread steht, es sei die Unity-Version ^^


    Dem Spiel steht nicht genügend RAM zur Verfügung. Da dein System genug RAM hat, kannst du dem Spiel mehr zuweisen, indem du via Rechtsklick auf RW in Steam gehts -> Eigenschaften -> Start Optionen -> gib dort +memory 8192 8192 ein (damit werden insgesamt 16 GB zugewiesen)

    In der Unity fehlt beim Spielernamen nämlich noch der Vermerk, dass es ein Admin ist - Zur Zeit erkennt man das nämlich garnicht!

    Hmm... ja das stimmt. Als "normaler Admin" wird der Tag momentan leider nicht angezeigt, sondern nur wenn der Admin auch in einer Permissiongruppe ist, in welcher "showadmintag" (unter "info") auf "true" gesetzt ist. Das werden wir auf jeden Fall noch ändern!


    Die UID kann man zwar herauskopieren mittlerweile, aber steht halt in der neuen Liste garnicht mehr mit dabei

    Wir haben uns tatsächlich ursprünglich dagegen entschieden, die UID in der Liste anzuzeigen :saint: Wir dachten, dass es nicht unbedingt hilfreich ist, die lange Nummer dort angezeigt zu bekommen - stattdessen war die Intention, dass man via Rechtsklick die UID in die Zwischenablage kopieren kann (was nach anfänglichen Problemen jetzt ja klappen sollte :D )


    Aber wie ist die Lage in der Hinsicht denn so? Ist es wirklich hilfreich, dass die UID auch in der Liste angezeigt wird? Falls ja, könnten wir sie natürlich wieder einbauen ^^

    Erstmal möchte ich mich für den Edit-Befehl bedanken - Der ist sehr gut umgesetzt und es macht richtig Spaß!

    Danke für das Feedback! :)


    Zum Thema Statue hätte ich noch eine Ergänzung - Nicht nur von der alten Glatze in Bauernklamotten, sondern auch von der neuen Glatze in Unterhose brauchen wir eine Statue :D :lol:

    Ja das stimmt, sinnvoll ist sowieso, sämtliche Spielerfiguren, die RW jemals hatte, in Stein zu verewigen :D


    Da wäre ich aber dafür das es, der Gleichberechtigung halber, auch weibliche Statuen geben sollte.

    Auf jeden Fall! Von der ganz alten Spielerfigur hatten wir zwar leider keine weibliche Version, aber zumindest von der letzten Figur in der Java Version werden wir definitiv die weibliche Version berücksichtigen ^^

    Basically you can run as many RW server instances on your machine as you want, just make sure they are located in separate folders and they use different ports: The new version uses ports 4254 and 4255 by default (or more precisely, the server port which is set in the server.properties file + serverport-1), while the Java version uses ports 4254-4259 by default (serverport-1 to serverport+4). So if you set port 4255 for the Java server (it then uses 4254, 4255, 4256, 4257, 4258 and 4259), you could set port 4261 for the new version (it then uses 4260 and 4261).


    This topic contains more information about setting up a Java server: https://forum.rising-world.net/thread/8075

    And this topic provides more information about the new version: https://forum.rising-world.net/thread/11490


    If you run into any issues when setting up the server(s), please let us know :)

    The new version server also has a built-in restart option btw ;) You can just type "restart" into console, or into the ingame console to issue a restart.

    When typing the command into ingame console, you can also add a parameter which describes when the restart will be issued exactly (in seconds). I.e. restart 120 will issue a restart in 120 seconds (2 minutes). This automatically sends multiple messages to all players about the impending restart, and saves the world again before actually performing the restart.


    You can also set up an automatic restart via scheduler. Just create a "scheduler.txt" file in the server folder (requires server restart) and add this line, for example: @+12h /restart -> this will restart the server 12 hours after the original start.

    Alternatively you can also set fixed times for restart, e.g. @6:00 /restart will restart the server every day at 6 am (note that time uses 24 hour format, so if you want a restart at 6 pm, you have to enter "@18:00").


    Of course this can't detect crashes unfortunately, so it's definitely recommendable to implement some additional handling as described by james1bow

    Hallo red51 folgendes hat nicht unbedingt was mit dem Multiplayer Update zu tun aber was auf jedenfall ins Spiel muss ist die Statue des ersten Charakter die wir ja in der Java Version auch schon haben. ;) ;)

    Hehe, ja, dem stimme ich auf jeden Fall zu :lol: Das ist auf unserer Todo-Liste.


    Für alle die denken das das MP Update nur für den Multiplayer ist.

    Jiw Games hat ebenso den "EDIT" Befehl hinzu gefügt, ähnlich wie in der Java-Version nur viel besser

    Danke für das Video! Tolle Erläuterungen zum "edit" Befehl :thumbup:

    Wenn etwas Luft ist wird die Funktionalität dieses Befehls auch in den Creative-Mode (F8) wandern, damit damit auch mehrere Elemente gleichzeitig editiert werden können ^^

    Unfortunately, the big lag in Linux between the time you move the mouse and when it shows is still there. Since I reported this first with the 1st playable demo of the Unity version I have been through many versions of the proprietary NVIDIA drivers for Linux for my GTX 1070 so must be as you mentioned some time ago a bug with Unity in Linux.

    I'm sorry to hear that! Not sure if this is related to the delta time issues we've mentioned earlier... the original fix for Windows and Mac was introduced in Unity 2020.2, and the Linux fix was scheduled for 2021.1, but there was never a response from Unity about whether or not the fix for Linux did actually landed (we're using 2021.1 btw). Sometimes it seems nobody at Unity really cares about Linux X(


    Who knows, maybe this is fixed in 2021.2 instead, which is currently still in beta, but we can't upgrade to it now since there is a known bug which prevents IL2CPP builds from running on Windows 7 (and some users still use Win7)...


    It could be also a general issue in Unitys new input system package :thinking: It gets rarely updated unfortunately (even though it's still riddled with bugs), and there are definitely some known bugs where a fix is scheduled for 2021.2 (not sure if these fixes are also part of the beta already) - maybe this will finally fix the input related issues.


    I'm so sorry for not having any positive news at the moment :/

    insG_Drifter We're happy about every single bug report, even if this results in duplicates and redundant reports ^^ Especially if bugs were reported through our built-in report tool (if an error occurs in the game, there is a report button - alternatively a report can always be sent by typing "report" into console), we can easily spot duplicates.

    Server-related bugs are unfortunately a bit more difficult to spot though, since the server has no reporting tool...


    On the other hand, the total amount of available servers out there probably don't make a big difference (if a server is empty and no one plays on it, we probably won't get any bug reports from it either^^).


    So it's really up to you. Ofc you don't have to set up a server solely for the sake of finding bugs - if the current state of the version doesn't offer enough content for you, it may be a better idea to wait a bit longer until the game is a bit more fleshed out.

    So, what can we actually do in this version? What are we testing for. I hopped into a server last night but really saw little reason to be there. I can set up a server but is there a point for testing?

    In terms of content, it's more or less the same state as the previous building update (except that you can do these things with more people now). There are also a few basic PVP elements (gunfights with the rifle), but our main intention to release the multiplayer update now had technical reasons: RW was implemented in a "multiplayer-compatible" way from the beginning, or more precisely, every feature is affected by multiplayer. But the later we implement multiplayer, the more time consuming it would be to get it ready and to find potential bugs in this area. In addition to that, the mp update also forced us to revise every feature that's already in the game - if we decided to add multiplayer at a later stage, there would have been more features that need to be revised (and thus there would be a lot more work involed to get the mp ready).


    At the end of the day, it's really up to you to decide whether or not you want to set up a server now. In general, we're happy about every bug report regarding multiplayer, because the sooner a bug is detected, the easier it can be fixed. But on the other hand, building is actually the only real feature in the new version at this stage - so this is mostly appealing to players who are interested in building.


    The next updates, however, will add more survival- and gameplay-related features ;)

    The fix for this issue is ready now. It's a client-only update, so there is no need to update the server for this:


    Hotfix 2021-09-02:

    • [Bugfix] Fixed some servers not being visible in server list
    • [Bugfix] Door knock sound can no longer be heared everywhere

    Ein weiterer kleiner Hotfix ist nun bereit. Es ist ausschließlich ein clientseitiges Update, d.h. Server müssen hierfür nicht aktualisiert werden:


    Hotfix 02.09.2021:

    • [Behoben] Behoben, dass manche Server nicht in der Serverliste aufgetaucht sind
    • [Behoben] Behoben, dass der Tür-Klopfen Sound überall gehört werden konnte

    Oh, thanks a lot for pointing that out! I can confirm there is indeed a bug which prevents the server from showing up in the list :wat: I'm sorry for the inconvenience! I'm also sorry about @GTX for spending 3 hours on this issue...

    It happens if the int representation of the server ip could not be represented through a signed int (that's why it's only happening for few servers)... we're preparing a fix for that... but even though it's a minor change, compiling the game will take around 2 hours (this does not require a serverside update). We'll upload the update once it's ready.

    this is from GTX:

    Hmm... it's difficult to say what's going on there... of course it's possible that there is a bug. We will take a closer look at this.


    However, when the server is running, one could maybe check if it responds to requests on the query port (e.g. by entering the serverip + query port into the webbrowser, e.g. "http://127.0.0.1:4254", except that the public server ip should be used instead). If no valid JSON string is returned, it means there is an issue with the query port.


    If that works, however, one could check if the ip gets registered to the master server correctly. This link provides the result of our master server: https://api.rising-world.net/v4/serverlist
    If the server ip shows up there, it means the game could just not query the server (in this case, the log of the game may contain more information). If the server does not show up there, it's getting a bit more difficult: Our master server retrieves the list from Steam, so it may be an issue with the Steam master server (it would be interesting to know if the server shows up in Steams built-in server browser).


    It would be helpful to know the IP of a server which does not show up in the list, so we could take a closer look at this :thinking:

    A new update is available for the client and server btw ;) The version number didn't change, so old clients and servers are still compatible with each other. However, we still recommend to install the latest update, since it fixes a memory leak in the dedicated server.


    Hotfix 2021-09-01:

    • [New] Added context menu to copy player UID to clipboard when rightclicking on player list
    • [Change] Command "spg" no longer changes player permissions if the particular group was not found
    • [Change] Removed max size limit for areas (when using Area Tools F9)
    • [Change] Surface edit settings on construction elements no longer reset after placing
    • [Bugfix] Fixed a memory leak in multiplayer
    • [Bugfix] Fixed permission group assignment for players not being saved correctly
    • [Bugfix] Fixed crash when setting address filter in server browser
    • [Bugfix] Fixed sporadic Steam API error when loading a singleplayer or P2P session (need feedback)
    • [Bugfix] Fixed broken surface edit mode if modular snapping is active

    Es ist übrigens ein neues kleines Update für Client und Server verfügbar ;) Die Versionsnummer ist dabei gleich geblieben, d.h. alte Clients und Server sind weiterhin kompatibel. Wir empfehlen aber, das Update auf dem Server zu installieren, da es einen Memory-Leak behebt.


    Hotfix 01.09.2021:

    • [Neu] Kontextmenü hinzugefügt, um Spieler UID aus Spielerliste in Zwischenablage zu kopieren
    • [Geändert] Der "spg" Befehl ändert nicht mehr die Spielerberechtigung wenn die Gruppe nicht gefunden wurde
    • [Geändert] Limit bzgl. maximaler Größe von Areas (im Area Tool F9) aufgehoben
    • [Geändert] Einstellungen der Oberflächenbearbeitung bei Bauteilen setzen sich beim Platzieren nicht mehr zurück
    • [Behoben] Memory-Leak im Multiplayer behoben
    • [Behoben] Behoben, dass Zuweisungen von Spielern zu Permission-Gruppen nicht korrekt gespeichert wurden
    • [Behoben] Crash behoben, wenn im Serverbrowser eine Adresse als Filter angegeben wurde
    • [Behoben] Sporadischen Steam API Fehler beim Laden einer Singleplayer oder P2P Session behoben (Feedback benötigt)
    • [Behoben] Fehlerhafte Oberflächenbearbeitung bei Bauteilen behoben, wenn modulares Andocken aktiv war

    These materials will just have a glow - but they won't emit actual light unfortunately. Working with actual lights would probably be too expensive (especially if people decide to place many construction elements with emissive materials), and there is unfortunately no GI in the new version yet. Since Unity doesn't provide a proper realtime GI solution for their SRPs yet, GI will probably only be supported via Raytracing in the near future (which is on our todo list, but it has a low priority atm) ^^

    Du meinst die Unity-Version? Wie hast du dort denn genau Modelle installiert? :wat:


    Wenn der Ladebildschirm hängen bleibt, könntest du evtl. einen Report senden. Öffne dazu bitte - nachdem der Ladebildschirm stehen bleibt - die Konsole und gib dort report ein. Evtl. kannst du noch einen Hinweis hinzufügen, dass der Report von dir stammt (einfach den Forenthread erwähnen oder so) - dann können wir uns das einmal genauer anschauen.


    Falls sich die Konsole im Ladebildschirm nicht öffnen lässt, kannst du einmal ESC drücken um den Ladevorgang abzubrechen (und anschließend vom Menü aus einen Report senden).