Posts by red51

    Wie @lenko schon sagt, bitte erstelle am besten nicht gleich mehrere Threads über dasselbe Problem, denn das führt letztenendes nur zu Unübersichtlichkeit ^^


    Wenn dich kein Spieler sehen kann, dann könnte das ein Hinweis darauf sein, dass keine UDP Pakete versendet werden (die Spielerposition wird über UDP synchronisiert). Verwendest du eine Firewall oder Antiviren-Programm? Welches Betriebssystem benutzt du genau?
    Wenn du auf einem Server spielst, wie hoch ist dein Ping so ca. (du kannst deinen Ping sehen, indem du Tab drückst)?

    Leider gibts im Spiel derzeit keine Möglichkeit, etwas ins FBX Format zu exportieren... das umzusetzen wäre an sich kein größeres Problem (ich habe das Format der Baupläne schonmal irgendwo hier im Forum erläutert), aber Schwierigkeiten würden die Texturen bereiten, welche dann beim fertigen Modell fehlen würden.


    Schön allein wegen der Performance wäre ein 3d Model wohl besser, als ein Haus mit 20000 bauelementen.

    Das würde leider nur unwesentlich helfen, da das Spiel die 20000 Bauelemente bereits intern auf wenige "Modelle" bzw. Meshes reduziert... außerdem wäre es nicht mehr möglich, einzelne Teile des Gebäudes nachträglich zu entfernen, wenn das Spiel die Baupläne als Modell abspeichert :|

    Sorry for the late response. The 196 files are most likely the Java VM, since it was replaced manually in the first place apparently.
    Do you still get an error message when starting the game? In this case, please post it here.

    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) ^^

    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) ;)

    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 ;)

    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.

    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 ;)

    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).

    Sorry für die späte Antwort! =O


    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)?

    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?

    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)?

    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 8| 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)?

    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":

    If you have any questions, don't hesitate to ask :)