Das ganze sieht wirklich sehr vielversprechend aus! ![]()
Wenn red mir sagt wie ich ein screenshot über die API holen kann, kein Problem
Eine Funktion dafür können wir gerne ins nächste Update reinpacken ![]()
Das ganze sieht wirklich sehr vielversprechend aus! ![]()
Wenn red mir sagt wie ich ein screenshot über die API holen kann, kein Problem
Eine Funktion dafür können wir gerne ins nächste Update reinpacken ![]()
Hmm... also mit dem F7 Tool sollte es eigentlich funktionieren, wie @Avanar schon sagt
Wichtig ist, dass der korrekte Lösch-Modus aktiv ist, also entweder "Bauteile" (3) oder "Alles" (5)
Wenn ich die Brechstange nehme, stürzt das Spiel ab
Wenn das Spiel abstürzt, prüfe bitte mal ob eine aktuelle Datei "errorlog" oder "hs_err_pid" im Spielverzeichnis ist. In dem Fall lade diese Datei bitte hier hoch ![]()
mit Welcher Blockhöhe muss man maximal rechnen wenn man Tunnel bauen möchte
Der Geländewagen wird knapp 4 Blöcke hoch sein, hier sollte ein Tunnel also am besten mind. 5-6 Blöcke hoch sein. Aber zur genauen Größe von späteren Fahrzeugen kann ich leider noch nicht viel sagen, vmtl. werden LKWs eine Höhe von ca. 6 Blöcken haben. Wenn du 6-8 Blöcke für den Tunnel einplanst, sollte das eigentlich passen denke ich ![]()
Oh okay. Well sometimes it's sufficient if you just type the first letters of the name (so if the playername is "Linda Lasser", it might be sufficient if you just type "Linda").
However, we will find a solution for this issue ![]()
Glad to hear it works now ![]()
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
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
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 ![]()
@yahwho Thanks, Merry Christmas and a Happy New Year to you too ![]()
I'm glad to hear you found a workaround for the issue ![]()
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 ![]()