Posts by red51

    When did you fall through the ground (during your mining expedition) exactly? Did it happen recently? Maybe you can post a report file here, to do that, open the ingame console (by pressing ~ or `) and type "report", then a file called "report" shows up in the game directory. Either post this file here, or send it via email to support@jiw-games.net :)


    About the speedboat: Unfortunately there is a bug in the game atm which prevents the game from "freezing" the speedboat if you "outrun" the world generator. As a result, if you're fast enough (depending on your hardware and your view distance), you are able to leave the collision area so you fall through the ground. It might help to reduce the view distance (especially the detail distance) to improve world generation speed. We will fix this issue with the next update.


    About the "keep inventory" setting: Do you play in singleplayer or multiplayer? It's important to respawn when dying, quitting the game unfortunately still deletes your inventory (this issue was brought to our attention a few weeks ago by another user).

    Sorry for the late response =O Unfortunately there is currently no method to light fireworks... it would be possible via Reflection basically, but that's quite tricky, especially due to the obfuscation of the game code...
    The next update will introduce a method to create a firework, and maybe we will also add some functions to give more and easier control over the game server via Reflection.

    Did you maybe extract the .blueprint files by accident? Some ZIP programs recognize the .blueprint file as ZIP archive, extracting them destroys the blueprint. The blueprint files you've posted are broken unfortunately, at least they don't contain any compressed data anymore, which indicates that they were already extracted by another program.


    When downloading a blueprint, make sure to just save it on the hard drive (do not open it) then just move the file into the "Blueprints" folder in the game directory ;)

    As mentioned by @Deirdre, do you use a plugin/script for teleportation (do you enter the command into chat with a leading slash), or the built-in "goto" command (which is entered into console)?

    Hmm... well, just changing the Z order might not work in this case =O In Rising World, the Z order always depends on the Z order of the parent, or in other words, the parent automatically restricts the Z order of its childs (to avoid situations like having a button [child] being visible in front of the inventory, while the messagebox [parent] is shown behind the inventory)...


    API elements are always attached to the HUD, and the HUD is always rendered behind the inventory/journal/crafting GUI.


    However, our GUI already has an option to set a GUI element being always visible in front of other GUI elements (this setting is just not yet exposed to the API), internally this overrides the Z order. Maybe that would work in your case? You could set your confirmation window to be "always on top", so it will definitely be visible in front of the inventory or any other screen. Then we could add the .setAlwaysOnTop() method (and maybe also a .setAlwaysInBackground() method) with the next update ;)


    Edit: Maybe a way to show and hide (.setVisible(false true) ) the inventory screen might work?

    There will be some methods in the next update to show/hide the inventory as well as other screens (journal, chest content, map) :)

    Well, adding an event for lighting TNT is a little bit tricky, since there are various scenarios when it needs to be triggered... I will put it on our to-do list, but I'm not sure if it will be ready in time for the next update :| However, maybe a getRelatedPlayer() function for the ExplosionEvent might be helpful in this particular case? This function would return the player who triggered the explosion, so you could check if it's the owner of the area - and set the damage to zero (or cancel the event) unless the player is the actual owner of the land.

    Fahrzeuge werden selbst ca. 4 Blöcke breit sein, je nach Fahrzeugtyp. Das erste Fahrzeug, welches in RW kommen wird, wird ein Geländewagen sein, welcher etwas weniger als 4 Blöcke Breite haben wird. Später werden sehr wahrscheinlich aber auch breitere Fahrzeuge dazukommen (zB LKWs oder landwirtschaftliche Maschinen).
    Wenn man also Verhältnisse wie in manchen deutschen Parkhäusern vermeiden möchte, sollte eine Fahrbahn durchaus 5-6 Blöcke breit sein ;)


    Freut mich, dass es jetzt funktioniert :)


    Wäre sicherlich nicht schlecht, wenn irgendwo abgepinnt würde, welche Java-Version benötigt wird. So hätte man immer gleich die richtige Version.

    Bei der Steam-Version spielt das keine Rolle, da wird die passende Java-Version direkt mitausgeliefert. Bei der Standalone hingegen kann man sich an den Systemanforderungen auf unserer Homepage orientieren. Grundsätzlich benötigt Rising World Java 8, welche Zwischenversion davon ist aber relativ egal (wobei es immer empfehlenswert ist, die neueste Version installiert zu haben, also Java 1.8.0_191).

    I guess you're using the standalone version of the game (from our homepage)? Our IP isn't served by a CDN so it will not change in the medium run (unless we move to a different hoster, but that's pretty unlikely) ^^


    The autoupdate also uses the same IP, there are no other IPs involved in this process. Does autoupdate work in your case? In order to find out if it really works, you could delete a random file in the data folder (e.g. the "commons.jar") and run the game. If the client is able to download the missing file, everything should be fine :)

    Danke für die Fehlermeldung! Problematisch ist leider die Java Version, da nur eine 32 Bit Version installiert ist. Gehe am besten einmal zur Java Homepage und lade dort die 64 Bit Version ("Windows Offline (64-Bit)") herunter und installiere diese: https://java.com/de/download/manual.jsp


    Der eigentliche Fehler hingegen tritt meist dann auf, wenn manche Dependencies fehlen. Unter Windows ist das meist VCRedist 2013. Du kannst diese Version hier herunterladen (du benötigst die vcredist_x64.exe): https://www.microsoft.com/de-d…oad/details.aspx?id=40784
    Falls VCRedist schon installiert ist, wähle unbedingt "Repair" oder "Reparieren" aus, ansonsten führe das Setup ganz normal durch.


    Bitte lass es uns wissen, wenn der Fehler danach weiterhin auftreten sollte :)

    Sorry for the late response! Basically the snipped posted by @yahwho is correct, but unfortunately it looks like there was a bug introduced with the latest update which does not set the chest ID properly for API raycasts ?( We will fix this issue with the next update!

    It depends on how many players your server will have (and how much they build). Minimum requirements (for a small server, i.e. only 1-2 players) would be a single core CPU and 1 GB of RAM, however, it's highly recommended to have at least a dual core or better a quad core CPU. For big servers with several players, 4-8 GB of RAM should be sufficient :)


    Having an SSD is also helpful, especially when using SQLite, but of course it's not required.


    Make sure the server has a good bandwidth since this game causes a lot of traffic (world sync, custom images etc).

    Also, thanks to Steam's greediness Epic Games Store may rival that of Steam that I'm curious if you're going to add Rising World onto that store

    We're definitely taking the Epic Store into consideration, but we will wait a few more weeks to see what's going to happen with Steam (and before releasing the game on other platforms, we will at least wait until the update is ready) ^^


    i have a idea add a donations button on your website so people can spend money for the game

    Maybe we will add a donation button or Patreon, but I'm still not sure about it ;)


    Since the game is in beta you could setup a paypal button on the title screen?

    Unfortuantely this might be difficult, since Valve doesn't allow donations inside the game. It's mainly about putting links to other stores into the game (which is understandable), but I know about some games which were rejected in the past for having a link to Patreon or any other sort of donations in the game :huh:

    Die Lost Connection tritt auch auf anderen Servern auf. Ich war vor kurzem auf zwei englischsprachigen Servern und sind während meiner Besuchszeit zwei Spieler rausgeflogen. Kann man ja im Chat lesen. Ich kann zwar im Router nachsehen, aber es wäre sehr seltsam wenn andere Spieler im Ausland ebenfalls den gleichen Router verwenden würden Ich habe einen Speedport Smart 3, 50k Glasfaserleitung, Telekom.

    Wenn du das Problem auch auf anderen Servern hast, dann wird es vermutlich kein serverseitiges Problem sein. Wenn ein Spieler rausfliegt ist es allerdings anhand des Chats schwierig nachvollziehbar, was der eigentliche Grund dafür ist.


    Das hat nichts mit dem Router zutun, ich hatte lediglich beispielhaft die Fritz!Box erwähnt, da hier relativ einfach Statistiken über den Datentransfer abrufbar sind. Ganz allgemein hängen solche Probleme normalerweise nie mit dem Router zusammen (es sei denn, der Router ist defekt oder hat falsche Einstellungen).


    Die DSL Geschwindigkeit ist übrigens leider nicht ausschlaggebend, weder hinsichtlich des Pings, noch bzgl. der Verbindungsqualität oder der generellen Verbindungsbeschaffenheit. Theoretisch könnten mit einer altertümlichen ISDN Verbindung bessere Pings und eine stabilere Verbindung erzielt werden als mit symmetrischem 1 TBit/s DSL ^^


    Bei der Kleidung habe ich mich versprochen. Ich meinte Kleidung im Webstuhl herstellen

    Was passierte denn, als du die Kleidung im Webstuhl herstellen wolltest? Trat ein Fehler auf, oder ist einfach nichts passiert, oder fehlte der Button o.ä? Was das Inventar zu dem Zeitpunkt evtl. voll?


    Das Balken und Bretterproblem besteht weiterhin. Durch einen kleinen Trick kann ich zwar jetzt bauen

    Durch welchen Trick konntest du das Problem lösen bzw. umgehen?


    Wie bereits erwähnt, ich hatte vor dem Update diese Vorkommen nicht.

    Also das mit den Brettern & Balken wird sehr wahrscheinlich mit dem Update zusammenhängen. Es scheint zwar trotzdem ein spezifisches Problem zu sein, da es bis jetzt kaum Meldungen gibt die exakt dieses Problem beschreiben, aber da wir das Handling fürs Anvisieren verändert haben ist es zumindest naheliegend, dass darin auch die Ursache liegt. Bzgl. des Netzwerks haben wir aber leider nichts geändert, d.h. wenn hier jetzt Probleme auftreten, die im Februar/März noch nicht bestanden haben (als wir die letzten größeren Änderungen am Netzwerk vorgenommen haben), muss die Ursache woanders liegen :huh:

    Unfortunately other languages are not supported at the moment. Adding support for more languages at this stage is a little bit complicated, since we have to rely on external translators for this - and since almost every update requires changes to the language files, this would result in delays and other problems :(


    However, adding support for more languages is definitely planned when the game is in late beta ;)

    Okay so I'm working on a bunch of .nif files for this next update

    Unfortunately .nif files are not supported by RW... this is a specific file format used by the "Gamebryo" Engine (the engine that's used by Fallout). Currently Rising World only has support for .obj files, .j3o files and limited support for .fbx and .blend


    I am wondering what code am I going to have to switch these over to to work in Rising World? Can I add a weapons bench for scopes & other custom attachments?

    Basically that's possible, but there is currently no convenient way to add new furnitures or fixtures (e.g. crafting stations). You could still load a custom 3d model for a new crafting station and define it's behaviour manually, but that's a lot of work.


    However, the next update will have a convenient way to add new recipes and new crafting categories (but again, there is unfortunately still no way to add new objects, like crafting stations or other fixtures)


    Basically what the aim would be for is for you to be able to fully customize both the current weapons in the game and the weapons pack that I am working on

    Replacing current weapons is a little bit tricky. There is no way to do that through the API atm, so the only way to achieve this is to replace the original game files.


    Can you please provide the API for one of your benches so it could be customized?

    I will release the updated API and documentation as well as an example plugin once the next update is ready :)


    I meant would we be able to store "Modded" items in normal storage containers

    Oh, sorry for the misunderstanding ^^ But yes, modded items will be stored in normal storage containers and in player inventories. Basically the modded items will be treated like regular items. But in case the server owner removes the plugin from his server, an unusable "unknown" item will remain in the containers.


    Will we get plugins for back-packs, and pouches? Curious about that one.

    A backpack mod sounds interesting, I'll try to prepare an example backpack plugin :thumbup:

    Thanks for the update. This is actually the first time I see that Valve confirms that they're aware of the issue, or at least that they're aware of the "reports" (and I really hope they're not referring to the "More Like This" section again). Traffic didn't recover in the meantime, but let's wait and see what happens with the traffic in the next weeks ;)

    If you want to setup a default spawn loadout, just put all desired items into your inventory and type setinventory into console (admin permissions required). Now every new player will spawn with these items automatically (in addition to that, players also receive these items upon death [unless "Keep Inventory" is enabled]) ;)


    To set some starter clothes, just wear the desired outfit and type setclothes into console.



    You can also change the default spawn position by typing setspawn btw.