Posts by red51

A small new update is available now!

    Please have a look if there is a file called "hs_err_pid" in your game directory. If there is such a file, please upload it here :)


    Native crashes (i.e. crash to desktop without any error message) are usually caused by issues with graphics drivers. I'd recommend to download and install the latest driver for the integrated Intel HD Graphics adapter from the Intel page (select the first "win64_*" entry on the left): https://downloadcenter.intel.c…dows-15-40-?product=81496

    The start weather (or default weather) can only be changed on dedicated servers, unfortunately there is no such option for singleplayer, but we can add this with the next update ;)


    However, if weather is disabled (set "game_weather_enabled" to false in the config.properties file), the weather should no longer change (until you reload the world). This is how the weather command works: weather <weathertype> [instant 0/1] (if you type weather overcast 1, for example, the weather changes to "overcast" instantly).

    This message indicates that there is already another process using this address / port. Maybe it's just an "old" RW server instance which is still running in the background? Try to restart the server and see if you still get this error. If restarting the server doesn't help, you have to contact your hoster about this issue...

    Spielst du im Singleplayer oder Multiplayer? Welche Meldung bekommst du denn, wenn du die Befehle eingeben möchtest? Stelle sicher, dass in den Einstellungen unter "Verschiedenes" der Punkt "Konsolenbefehle erlauben" aktiviert ist, ansonsten können Konsolenbefehle generell nicht im SP verwendet werden ;)

    Update... This morning i built on my cathedral. I placed a beam and suddenly a huge part was gone. It showed up again as i placed one more beam

    Probably this is the bug I was referring to in my previous post. Not sure if it is related to the original issue, but this bug will be fixed with the next update ;)

    Alternatively you can open the world database with an SQL editor. In the "Player" table, there is a column "LastTimeOnline" which contains the last time a particular player was online as a milliseconds timestamp. To turn it into a date (+time), just copy the timestamp, remove the last three digits (to turn it into a seconds timestamp / unix timestamp) and enter it on this homepage, for example: https://www.unixtimestamp.com/index.php


    If you want to know when the last player was online, you could sort the table (by this column) in descending order and just check the timestamp of the first entry.

    EN: Well, basically it would be possible to request the map files from a client, however, this would result in a lot of traffic. We don't have a separate connection for file transfers, so basically each map tile will be sent to the server as regular packets - blocking other traffic on that particular port. If the server requests too many map tiles at once, you could run into serious performance issues :( First we really have to find a better way to handle the map data on the server.


    DE: Naja, grundsätzlich wäre es möglich, die Map-Daten vom Client zu bekommen, allerdings würde das ne Menge Traffic mit sich ziehen. Wir haben leider keine separate Verbindung für Dateie-Transfers, also würde jedes Map-Tile als normale Pakete versendet werden - was gleichzeitig den anderen Traffic auf dem entsprechenden Port aufhalten würde. Wenn der Server zu viele Map-Tiels gleichzeitig anfordert, könnte das zu ernsten Performance Problemen führen :( Wir müssen wirklich erst einen besseren Weg finden, um die Map-Daten serverseitig zu verwalten.



    Just a Quick & dirty POC: rw.gi.omega-zirkel.de/ no zoom levels yet, just origins.

    Well done! :thumbup:

    Well, this indeed sounds like a serverside issue. Please post an errorlog or better a server log here, it will most likely give more information about what's going on there exactly ;)


    They say it can't possibly be a server problem, since a restart always solves the problem.

    This isn't entirely true. If the server runs out of resources, for example, a restart always solves the issue. This doesn't necessarily mean that it's related to a plugin. Of course plugins can still be responsible for performance issue, but to find out what's going on there, please upload a server log here (or alternatively send it via PM to me)

    Hmm... actually your server shows up in the server browser, at least for me:



    Basically you can ignore the message in the log. It was an issue in early 2018 when we migrated to Steam. We also used Steams master server for server queries at that time. Unfortunately there is a serious bug in Steams server queries and Valve never fixed this issue (the Steam query server always* binds to the first public IP of the server, instead of binding to the actual IP the RW is bound to). We reported this issue to Valve with no success, so we informed the server hosters about this (since there is a "workaround" for this bug, but it has to be implemented by the server hoster) and also put the error message in the log. Unfortunately many hosters did not take any actions, so in the end, we decided to handle the server browser on our own servers again (that ultimately fixed this problem).


    The only problem is that the server will not show up in the Steam server browser (in the Steam client, under "View" -> "Servers"), since this part is still handled by Steam (and apparently it still suffers from this bug). Unfortunately you can't do anything about this, either Valve has to fix this issue on their end, or your server hoster needs to make sure that the server only has a single IP. But since the Steam server browser doesn't matter that much (almost every player uses the server browser in the game, which is not affected by this issue anymore), I would recommend to ignore it (unless you can't find your server in the ingame browser - then it's most likely another issue, just let us know in this case) ;)


    *strictly speaking, this bug always affects Linux servers, and sometimes Windows servers - so Linux servers never show up in the Steam server browser, and Windows servers sometimes show up there

    Actually there is a bug with the snapping tool, but I'm not sure if this is really related to this issue 8| It's quite strange that the beams came back without restarting or reloading the world... did you maybe place some other elements before they came back? There is currently a bug in the game (which will be fixed with the next update) which turns certain parts of a chunk invisible in certain situations (usually these parts turn visible again after placing another element, or after reloading the world)...

    If you did already sleep in a bed, tent or shelter, you can either use the compass to find it (as mentioned by @yahwho), or alternatively type gotospawn into console to teleport there (as mentioned by @Lady_whynot) ;)
    Alternatively you can use the findbase command to find the location of the chunk with the highest amount of blocks/construction elements (this is most likely your village). This command prints the X and Z coordinates of this location, these can be used with the goto command (e.g. goto X Z).

    Hmm... das sieht wirklich merkwürdig aus. Diese schwarzen Striche sollten eigentlich nicht sein 8| Treten diese auch weiterhin auf, wenn du das Klo abbaust und wieder aufbaust? Bzw. wenn du es an anderer Stelle platzierst? Was für eine Grafikkarte hast du (Nvidia/AMD/Intel)? Wenn die schwarzen Striche immer sichtbar sind, könnte es vll ein Shaderproblem oder so sein. Vielleicht könntest du probieren, den Grafiktreiber zu updaten. Normalerweise sollte die Toilette so aussehen:



    Unabhängig davon werden aber zukünftig die meisten Objekte überarbeitet, also Möbel, Türen, Lampen und selbst das Klo ;)

    What sort of "lags" do you mean exactly? Are you referring to actual lags, i.e. there is a high latency between the client and the server (desync, world takes ages to load, player sync not properly etc), or do you refer to performance issues (framerate, freezes etc)?
    If the server crashes (this shouldn't happen, so there is definitely something wrong), there should be either an "errorlog" or "hs_err_pid" file in the server directory - these files contain information about why the server actually crashed. If there is such a file, please upload it here ;) Alternatively you can upload a server log (from when the server crashed), these can be found in the "logs" subfolder.

    Basically the CIMG format is just a PNG image with some additional data (e.g. information about the uploader, original image name and dimensions etc).


    The first two bytes contain the "image version" (just ignore this), and the next four bytes contain the actual data length (number of bytes). When writing a plugin, you could use this code to turn a CIMG-File into a PNG byte[] (using the API Utils class):


    The next update will contain a method to convert a (png) byte array into a buffered image and vice versa. But it's fairly simple to convert a byte[] into a buffered image (using the javax ImageIO class). This code turns our "pngData" byte[] into a buffered image:

    Java
    try(ByteArrayInputStream bis = new ByteArrayInputStream(pngData)){
    BufferedImage bufferedImage = ImageIO.read(bis);
    }
    catch(IOException e){
    //error occurred
    }

    This is unfortunately a bug: if an item which uses a certain attribute was added to the inventory, the attribute was only stored serverside and not properly synced with the client. As a result, the client received a "broken" item, but as soon as the inventory was re-synced with the server (which happens in certain situations, e.g. if the client or server detect the desync, or if the player reconnects to the server), the item was fixed.


    This annoying bug will be fixed with the next update :)

    Unfortunately it's a little bit tricky to create texture packs. It's important to use the same format as the original texture. This old topic contains some more information about the required file format: Important notice about Texturepacks
    It would be easier if the game was able to convert any image format into the particular target format, but we were unable to add this feature in the past due to patent issues. AFAIK the patent in question expired in the meantime, so maybe we could rework the whole "texture pack creation" process to provide a more "straightforward" approach ;)


    About the blueprints: when a blueprint is stored, the game does not store the actual textures, instead it stores the underlying block ID. For example, ID 182 is a metal texture. If you're now using a texture pack which replaces ID 182 by a wood texture, and you're creating a blueprint containing this texture (ID 182), another player (who isn't using your texture pack) would just see the original metal texture instead when placing the blueprint.


    I've moved this topic btw.^^