Posts by red51
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Can anyone please explain the response from @red51 made to me? It must of flown right over my head. Action recording Software read a solid 15-20 FPS, while the in-game FPS counter read 5-25 and the numbers were going up and down faster than I ever seen before
The ingame FPS counter is just a debug tool for us
We added it some time ago so we can see if certain actions and tasks have a big impact on the framerate.Most external programs which show the framerate use some sort of "smoothing" or at least have some delay, so you will see a (more or less) steady value. Our internal fps counter is accurate, but it updates very frequently (every 0.25 seconds), that's why the numbers are going up and down quite fast.
Not sure what changed but something about some Logatharmic or something like that was set to true and was causing severe graphical issues so I deleted the line and it's running smoother than ever. Back to my question though
The "graphic_logarithmic_depthbuffer" setting determines whether the game should use a logarithmic depth buffer or not. A depth buffer (also called z-buffer) determines if a certain pixel/fragment is behind or in front of another fragment. If there isn't enough precision to resolve the distance between two objects, you will see "flickering" or "z fighting". A logarithmic depth buffer provides a better distribution of depth values, resulting in much less "z fighting", but it has a bigger impact on performance (some optimizations on the graphics card cannot be used if we bypass the default depth test).
The actual impact really depends on your graphics card. Some cards are struggling to run the game if a logartihmic depth buffer is used, while you won't see a difference on other cards. To cut a long story short, unless you experience lots of issues with flimmering/flickering planks, it's recommendable to keep the logarithmic depth buffer disabled (deleting the line in the config resets this setting, and since it's disabled by default, this has the same effect)

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That's a very old screenshot from one of the pre-alpha versions of the game. Collision handling was different back then, it was more accurate for objects, but was causing lots of issues when there were too many objects in close proximity.
However, objects will be reworked anyway, and it's still our intention to add a way to place items in the world (so they won't despawn after a given amount of time)
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Thanks for the errorlog! Did you maybe replace Java (in the game directory) manually? According to the log, there is a 32 bit Java VM in use while the game requires a 64 bit VM (since you have a 64 bit OS). Steam usually handles this automatically, so there is no need to download and install a Java version manually.
Please go to your game directory (rightclick on RW in Steam -> Properties -> Local files -> Browse local files) and delete the "java" folder, then verify the integrity of the game cache.If the game still crashes after re-downloading the missing files, please post a new errorlog again

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Mein Connect ist stabil, hab gestern nochmal versucht, es kam genau dieselbe Meldung
Welche Meldung genau, die 1. oder 2.? Sitzt evtl. eine Firewall dazwischen? Lädt er denn zwischendurch Dateien herunter? Was ist ca. deine Downloadgeschwindigkeit im Launcher? Hat das Spiel volle Schreibrechte für seinen eigenen Ordner + Unterordner?
Du könntest ansonsten versuchen, die Spiel-Ordner aus dem Steam-Verzeichnis ("core", "data" und "lib") manuell in das Standalone-Verzeichnis zu kopieren und die Dateien zu ersetzen. Wenn er beim Spielstart dann fragt, ob er Dateien erneut herunterladen bzw. prüfen soll, musst du mit "Ja" bestätigen. -
Klingt sinnvoll, das Event wird beim nächsten Update mit dabei sein

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kann es sein das der avatar etwas grösser und ein wenig dicker geworden ist ?
Ja, beides trifft zu. Vorher war der Charakter in der Lage, durch 3 Block hohe Durchgänge durchzulaufen (wobei das aber schon hart am Limit war, da man dabei häufig durch die Decke schauen konnte). Da mit dem vorletzten Update endlich die Möglichkeit ins Spiel kam, sich vernünftig zu ducken, haben wir die Größe etwas angepasst.
Dass man aber beim Absteigen von Treppen hängenbleibt, obwohl der Abgang eigentlich groß genug ist, ist ungewollt und wird noch behoben

Auch das Hängenbleiben an Wänden ist nicht direkt gewollt, das benötigt noch etwas Feinabstimmung. In erster Linie ist die Intention dahinter die, dass verhindert werden soll, dass man sich durch zu enge Gänge quetscht (was auch teilweise ermöglichte, durch Wände zu schauen).Im Singleplayer kann dieses Verhalten aber ausgeschaltet werden, indem in der config.properties Datei im Spielverzeichnis der Wert "game_no_sweeptest" auf true gesetzt wird

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die hintergrundbilder wenn du ins spiel einloggst, von der generierten spielwelt, bäume wasser. derzeit sind bei mir da diverse biome zu sehen.
Das sind keine Bilder, sondern 3D Szenen
Ich war nur verwirrt darüber, da ja auch der Verweis auf den Bilder-Sammelthread hergestellt wurde (wenn wir Bauwerke von Usern darin aufnehmen wollen, benötigen wir davon die Welt). -
Eine kurze Frage: Was genau meinst du mit "Login Bilder"?

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Freut mich, dass es wieder funktioniert!

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Sorry für die späte Antwort!

So wollte die Standallone installieren ist aber bei dem Download Music.bank abgebrochen, das stand in der Console
Laut dem Fehler in der Console ist die Verbindung zum Server unterbrochen worden. Stelle sicher, dass die Internetverbindung stabil ist und keine Firewall o.ä. dazwischensitzt.
So ein zweiter Versuch von installieren des Standalones ging auch schief, da kam eine meldung das die Game-Files fehlten und müsste Updaten lol
Ist bei dir Java 8 installiert, oder verwendest du ggf. eine neuere Version (Java 9 aufwärts ist nicht unterstützt)?
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None. Just my ever going battle for RW to start on the right screen. Please find attached screenshots to see what I mean.
Thanks for the screenshots, and sorry for the late response! Does this only happen since logarithmic depth buffer was enabled in the config file?
In my encoding software it stays a solid 15-20 fps when recording but the game fps reads 5-25 and it goes up and down like a broken speedometer. Not sure what's going on there can you look into the F9 function please?
The F9 function actually returns correct results, but it updates every 250 ms. So if there is something going on which has a big impact on the framerate, this could result in a frequently changing output.
Originally it was intended to have a frequently updating fps counter, since we're using it for debug purposes...The issue I'm having with it is more with the magazines where it seem to stack and operate weirdly that 2 turned into 1, then 0 and still fired
This can be indeed confusing: when loading a magazine into the gun, it gets "consumed", so it no longer appears in your inventory (same with musket balls, rifle clips or arrows - once they're "loaded", they won't show up in the inventory). Once the magazine for the semi-auto rifle is loaded, you have 20 rounds. I agree that we need a separate indicator on the hud for this

I actual like the view with no roof on top! wonder if this could be a option to have ???
Hmm... actually it's difficult to find out wheather or not an object or construction element (e.g. a roof plank) needs to be culled...

When we lay in bed it should prompt us for how long, till when, and etc
Basically this is a good idea, but we need a proper way to handle this in multiplayer. It wouldn't be an issue when playing singleplayer or if there is only one player on the server, but what happens if there are several players online and player A wants to sleep for 5 hours, while player B only wants to sleep 1 hour?
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Wir werden die Reichweite mit dem nächsten Update wieder vergrößern

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Can you maybe upload the "errorlog" file here? Have you done any changes to your system? You can revert to the old version by rightclicking on Rising World in your Steam Library -> Properties -> Betas -> select "0.9.3.4 - OLD - Version 0.9.3.4". Does this version start?
What operating system do you use exactly? When using Windows, which edition is it (home, professional etc)?
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I get the preview for a fraction of a second then shoots off into the waaaaaaaaaaaay distance, as if you are facing the sky and not the ground or a surface, even though I maybe trying to face a bloody surface.
Does this issue still persist after the latest hotfix? Previously there was an issue with aiming at certain elements, which caused the game to miss the object under certain circumstances (this would result in the preview turning invisible).
we would put down another blueprint near by or on top of the other one, depending on what we are creating. It wasn't until something radical happened, like the terrian changed or something that BAM, all that work we did to delete parts of the first blueprint, came freaking back and what stared at me in da face was a garbled mess
That's strange
If all players experience this issue, this sounds like a serverside problem, or a connection issue... as @Juggernaut suspected, things like that typically happen if the server hasn't been restarted for quite some time (at least a daily restart is required), but if you say there is already a restart every 6-12 hours, there seems to be something else going on.There is an issue with the "undoblueprint" command though, which leaves behind a few building parts (especially if the blueprint consists of many construction elements), but I haven't seen this issue happening for "regular object removals" (using the good ol' pickaxe or crowbar).
Can you maybe tell me the IP of the server (you can also send it via PM to me)?
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Do you use cable internet, i.e. do you have a "cable ISP" (not DSL)? There have been some reports that some cable ISP terminate the connection after a given amount of time (usually after exactly 5 or 10 minutes). It's not exactly the ISP who terminates the connection, it's basically one of the "nodes" your connection passes (you never have a direct connection to a server, instead there are several nodes in between). This node sends a RST packet for unknown reasons and prevents you from re-establishing the connection. The actual reasons are unclear, maybe it's due to the big amount of data which RW sends (which is required to sync the world, images etc).
Maybe you can enable the debug console, to do that, go to your game directory (rightclick on RW in Steam -> Properties -> Local files -> Browse local files), open the "config.properties" file and set "game_debug_console" to true, then save the file and run the game. Connect to a server and play until you're getting kicked (due to connection loss). Then quit the game and go into the "Logs" subfolder in your game directory. There should be a log file now, please upload it here (or send it via PM to me, or via email to support@jiw-games.net)

There is a workaround for this issue though: you can use a VPN service. This forces your connection to take "a different route through the internet", so it's very likely that the problematic node is skipped. There are some free VPN services available.
Btw.: Many other games usually use UDP for networking (which is "connectionless", so even if there is an interruption, this doesn't matter as long as you keep sending packets). UDP is fine if only basic things are synced, i.e. player position, but its biggest issue is the unreliability, since there is no guarantee that a packet actually arrives at the other end (which doesn't matter when it comes to things like player sync).
Since RW has to send a lot of crucial data (world data, images etc) which need to be split into multiple packets, we have to rely on TCP (which establishes an actual connection, unlike UDP). -
There is indeed support for custom sound files. But it's important to put the sound files on your server, i.e. the game cannot stream audio from a homepage, for example. But just like images or models, the sound files were downloaded automatically.
Just set up a "SoundInformation" object which is basically a reference to the audio file on your machine. It's recommendable to set up the "SoundInformation" object only once (e.g. in the plugin "onEnable()" function) and reuse it for every player.
Here is an example plugin which plays a music file (file called "AwesomeMix1.mp3" located in the plugin folder under "music") for all players if someone interacts with a sign which contains the text "Play music":
Display MoreJavaIf you have any questions, don't hesitate to ask

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This sounds like some very strange issues

All planks and beams will sometimes randomly disappear from my hand for no reason when I'm building, usually after I've been using the <ENTER> /<RETURN> key for modular building and no matter what I do I can't get them to reappear in my hand. The only way to get them to reappear is to reconnect to the server.
What do you mean exactly with "disappearing from your hand"? Is the item really gone, i.e. it's no longer in your inventory or no longer equipped? Or is just the plank preview missing?
Someone experienced an issue related to modular building which caused a plank to attach to a different construction part, is this maybe the same thing that's happening here?This is the most annoying one of them all because it causes the most frustration and headaches ESPECIALLY with blueprints! When removing planks and beams with a crowbar or deleting planks and beams with an axe or any other tool, you would think that the appropriate action would result in the appropriate result
Hmm... what do you mean this issue especially occurs with blueprints? Do you mean that this issue only occurs when trying to remove construction elements which were placed via blueprint?
How many construction elements does your blueprint consist of?Java is a huge security risk that ideally nobody should have installed on their computer if they can help it
This isn't entirely true: You only have to worry about browser plugins (which are installed separately), this is the only situation where "security holes" actually matter. Web applications (in case of Java, Web Start or Applets) are executed with limited permissions, but due to security holes a malicious app could infect your machine. This also applies to other browser plugins, like Flash

However, nowadays Java Web Start or Applets aren't used anymore, so in most browsers, these plugins are either disabled by default, or not supported at all.
Having Java installed on your machine is totally safe. If you execute a malicious program on your machine (no matter if this application is written in Java, C++ etc), the program does not have to abuse any "security holes" to infect your system, since it automatically gains full access to your computer.
Nevertheless, the Steam Version of Rising World is shipped with a JRE, so you don't have to install it on your machine. Having Java installed on your machine is only a requirement if you run the standalone (non-Steam) version

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This is unfortunately a bug which has been in the game for quite some time now... however, we just prepared a hotfix which will *hopefully* solve this issue. You can get the hotfix by rightclicking on RW in Steam -> Properties -> Betas -> select "hotfix - native object mgr". If you can't see this branch, it may be necessary to restart the Steam client.
It's basically the same version, so you can still play in multiplayer etc.
Please let us know if you still run into the same issue after downloading the hotfix

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Habe heute Nacht noch mal über 2 Stunden aufgenommen, habe viel gebaut, bin auch etwas rumgeritten und habe Stein abgebaut.
Hatte jetzt nicht das Gefühl das irgendwo irgendwas voll läuft und mein Spiel ausbremst.Danke für die Info, das hört sich soweit ja schonmal ganz gut an

Ja, ist soweit behoben aber man muss schon sehr nah stehen um Items aufzuheben.
Ja, die Reichweite um Items aufzuheben wurde tatsächlich etwas reduziert. Das war eigentlich gewollt, da sie vorher etwas weit schien, aber vll ändern wir das nochmal.