Posts by red51

A small new update is available now!

    These bytes contain information about the image width + height, the image format, the image data itself and optionally the mipmap data (in this case it's unused):

    bytes441x4x1x
    descimg widthimg heightformat lengthformat (String)imagedata lengthimagedatamipmapdata lengthmipmap data


    Since the blueprint preview image is created from a BufferedImage, the texture uses a ABGR8 format (i.e. 1 byte per color value [alpha, blue, green, red]) ;)
    The mipmap data isn't used for the blueprint textures, so you can expect a single byte (-1) at the end

    Sorry for my late response! :/ Do you still run into the same issue? In this case please try to verify the integrity of the game cache: https://support.steampowered.c…le.php?ref=2037-QEUH-3335
    There are also a few programs which may interfere with Steam, e.g. "Little Snitch", "Peer Guardian" and "Norton/Symantec Internet Security". If one of these programs is running in the background, maybe try to disable it.


    If it still does not work you may try to use the old Mac launcher instead. To do that, rightclick on RW in Steam -> Properties -> Betas -> select "hotfix - old exe" and try to run the game again (once the download is ready). Does it work then?

    Sorry for my late response! :( It's difficult to say what caused the "unknown error" while uploading the file, usually trying it again should do the trick (or are you still unable to upload the file?)


    @littlecats: I'm afraid there is a small misunderstanding: The 2 MB limit is only relevant for the current upload, so it doesn't matter how much MB (or GB^^) you've uploaded in the past ;)

    Actually this "10 seconds delay" was not intended =O We added a 2 seconds "cooldown" though, but since we also synced the blueprint placement with the server (in order to have a cancellable PlayerPlaceBlueprintEvent for the API), this caused an unintended 10 seconds delay... This will be fixed with the next update :)

    Die Size eines Modells pro Achse einstellbar machen war ohnehin geplant, das wird mit dem nächsten Update eingeführt (somit gibt getScale() tatsächlich dann einen Vektor3f zurück - das würde bedeuten, dass bisherige Plugins, die mit "getScale()" gearbeitet haben, aktualisiert werden müssen [für "setScale()" gibts keine Änderung, lediglich eine zusätzliche Version welche xyz dann getrennt einstellbar macht]) :) Würde sich allerdings auf World3DModel beziehen, da ModelInformation ja lediglich den Verweis auf die Modelldatei darstellt.


    Support für Alphawerte können wir eigentlich auch anbieten (die neuen Fkt. wären dann "setAlpha(float)" und "getAlpha()"). Würde sich aber ebenfalls auf World3DModel beziehen.


    Attribute gehören für sowas eigentlich auch dazu, ist gebongt ;)


    Ordentliches Parent-Child-Handling wäre zwar sehr wünschenswert, ist momentan aber leider erstmal noch nicht geplant. Vielleicht wird das zu einem späteren Zeitpunkt hinzugefügt.


    Was genau meinst du mit "setUserFriendlyName()"? Bzw. auf welchen "Namen" beziehst du dich dabei?

    Sorry for my late response. I checked the permission file, everything seems to be fine there. I ran a test server with this permission file and it worked as intended (members of the "admin" group were invulnerable - but of course you can still take fall damage etc).
    Did you assign yourself to the admin group ("setplayergroup icon58 admin")?

    It's indeed a trap :D I have to admit the name of this function may be misleading. Actually it is supposed to return the timestamp of the date when the player was previously online (i.e. if I play on a server on March 1st, then take a break and join the server on April 10th again, this method will return the timestamp of the 1st of March).
    As you suspected, the server.getPlayer() functions only work with online player, so this method isn't accessible for offline players. I'm not sure if it makes sense to cover offline players by these methods as well (since most funtions of the Player object won't make much sense for offline players)... we'll have to think about that ;)
    The old Lua API provided a function to get some player information from the database, maybe we will add this function to the new API as well. Otherwise quering the database, as mentioned by @Machete would do the trick (actually a "getPlayerInformation()" function would do exactly the same^^)

    Thanks for the error log :) It's indeed caused by the graphics driver of the Intel HD 4000. Your driver is dated on 2012, unfortunately the old Intel drivers had broken OpenGL support (in this particular case the graphics card reports that it does not support basic core OpenGL features [which are part of OpenGL since 2008]). Intel fixed these issues around 2014/2015 though, but sometimes laptop manufacturers don't keep their drivers up-to-date (so in this case Acer is apparently still stuck on the 2012 driver). It's a pity, especially if the laptop requires custom drivers :(


    The only thing you could try is to manually install the latest Intel driver. This does only work in certain cases, and it may be incompatible with your system, so eventually it may be necessary to rollback to the Acer driver. Basically it's not recommendable to do this, but it's the only way to get a newer driver version: http://www.intel.com/content/w…cs-drivers/000005629.html
    Otherwise there is unfortunately nothing else you could do :/

    Currently it's not possible to add custom crosshairs. But I will put this on our list ;) Btw., once this feature is implemented, it will probably simply use ImageInformation objects to refer to the crosshair image file (jpg, png, gif, dds)^^

    Thank you very much for your kind words, I'm happy to hear that you like the game :)


    Firstly, a simple change that i'd like to suggest is a higher reward rate in stone mining

    Probably this isn't a bad idea. Well, one of the next updates introduce higher tier tools (which speed up the mining process). Once they're available, we'll tweak the whole mining process (and adjust the mining speed as well as the reward rate) ;)


    Secondly, even though there is a lot of building blocks in the game already, I would love to see even more. Perhaps even more variants of cobblestone, stonebricks, and perhaps also a half-timber style block

    Actually it is our intention to introduce more textures, however, unfortunately this has an impact on the overall performance (but there is still some room for some additional textures). Originally we also wanted to rework and replace some of the existing textures, but obviously this would cause a lot of trouble for existing worlds (so we won't touch existing textures until the game has more extensive support for texture packs [e.g. serverside texture packs]).


    Blocks with roof shingle textures of different types would be really useful.

    That's true, roof textures are really missing. However, in order to avoid having flat roof textures, we first want to wait until parallax mapping is implemented. If this provides satisfying results for roof textures, they will be added, otherwise there will be probably a special roof construction element or something like that.


    Thirdly, I know it's been discussed before in one of my recent posts, but I think that the worlds should have a larger playable area

    The world is indeed infinite (at least the world generation isn't restricted), but you will run into precision issues (rounding errors) sooner or later. These issues become noticeable at around 10,000 and are getting worse the further you travel (somewhere between 10,000 and 100,000 it becomes unplayable), so it's recommendable to stay within the 10,000x10,000 boundaries.
    Unfortunately I have no ETA when the "real" infinite world will be finally available ( @DaBoiye: I just used my 'ETA' hotkey again :D), first we really need to get some other stuff ready (especially the new player models) ^^


    Also, it would be one of the greatest games ever made if you could implement technology like train building tools, cars, planes, boats, airplanes etc. OMG that would be the coolest thing ever.

    At least trains, cars and boats/shipts are planned :) It's likely that there will be also some basic aircrafts at some point (e.g. a glider, and/or a hot air balloon). Unfortunately I can't say much about planes or other aircrafts (like helicopters), maybe they will be added once the game leaves early access ;)


    Ok, another suggestion I have, and this is the one I want the most, is rivers. Please, I beg you, we need rivers!

    I'd love to add rivers, unfortunately it's quite tricky to add proper rivers to the bumpy terrain. First we need to get dynamic water ready. Actually it's also our intention to rework the terrain generation in the future, maybe rivers will be part of these changes.


    Also rideable horses would be epic.

    Rideable horses (as well as camels and donkeys) are in the works. They will be added after the player models update :)


    And lastly, will there ever be real time shadows in the game? Hopefully that wouldn't be too hard on the graphics.

    Real time shadows are definitely planned. They will have an impact on the performance of course, but there's anyway some room for optimizations. I'm pretty sure that shadows will greatly improve the overall appearance of the game^^

    Sorry for my late response! Actually it looks like the item stack (apparently blocks?) was broken, or more precisely, contained some invalid data (so the game was unable to render it) =O Maybe something got messed up internally, unfortunately it's difficult to say what happened exactly... do you play in fullscreen mode, or is the "undecorated" borderless mode active instead? If you're using the regular fullscreen mode, there is a chance that something got messed up by tabbing out of the game (although I never saw such an issue caused by alt tabbing)... have you been able to reproduce this issue?

    @red51 Existiert irgendwo eine Liste mit "Spielsounds" ? komme ich per API oder Datenbank Abfrage an diese Liste ran ?

    Es gibt leider keine Fkt. um alle Sounds auszugeben, wir müssen aber mal eine Liste ins Javadoc packen ;) Anbei eine unsortierte Übersicht aller Sounds (dürften selbsterklärend sein, manche Sounds können aber ggf. nicht ohne Weiteres abgespielt werden).

    Thanks for the log! The game uses the GTX 1080, so it must be a driver issue. Glad to hear it works now after updating the driver, please let me know if you run into the same error again in the future :)

    Also das Spiel sollte unter keinen Umständen solche Erdstücke einfach so generieren (oder regenerieren). Sowas kann eigentlich nur auftreten, wenn entweder jemand bewusst (oder unbewusst) Erde dort platziert hat, oder wenn die Welt nicht vernünftig abgespeichert werden kann (wobei in dem Fall müsste der Fehler bereits kurz nach dem Abbauen der entsprechenden Stellen auftreten [nach dem nächsten Restart]) ?(

    Please have a look for the "errorlog" file in your game directory (to get there, rightclick on rw in steam -> properties -> local files -> browse local files), as mentioned by @Minotorious in his first post :)


    Basically this error indicates that instancing isn't supported by the video hardware. Since instancing is a core feature in OpenGL since 2009 (and since a Geforce GTX 1080 definitely supports this feature), there are only possible reasons why this error occurred:


    • Eventually the current driver is buggy. Nvidia usually provides an outstanding driver quality, however, there is always a chance that a certain driver suffers from bugs, especially when it comes to OpenGL. I'd recommend to go to the Nvidia homepage and download and install the latest driver: http://www.nvidia.com/download…Results.aspx/118514/en-us
    • The game does not use the GTX 1080, instead it uses an integrated graphics adapter which has a very old driver. According to the error message there is no integrated graphics adapter available, but according to the Intel specifications, the i7 6700K has an integrated Intel HD Graphics 530 adapter. The old Intel drivers are known to have broken OpenGL support, but it's strange that even Windows isn't aware of this graphics adapter. The errorlog would provide further details about this issue.


    So I'd recommend to update the Nvidia driver first (see 1). If the game still crashes, please have a look for the "errorlog" file in your game directory (either upload it here, or send it via email to support@jiw-games.net, or alternatively open it with a texteditor, copy the content and paste it here) ;)

    Hi, sorry, hatte deinen anderen Post im Newsbeitrag leider übersehen ||
    Jedenfalls ist es momentan nicht so, dass nach oder während des Regens Schlammflecken entstehen. Zwar ändern sich tatsächlich die Laufgeräusche etwas ab (und klingen insgesamt mehr nach feuchtem Boden), allerdings wird die Welt selbst nicht beeinflusst.
    Standardmäßig kommt Schlamm momentan nur in Schneebiomen sowie um manche Teiche herum vor, an anderen Stellen kann es eigentlich nur auftreten, wenn es vom Spieler dort platziert wurde.
    Wenn sich die Welt von alleine verändert und abgebaute Stellen später erneut wiederkehren deutet das eher darauf hin, dass mit der Speicherung der Welt etwas nicht richtig funktioniert. Spielst du im Singleplayer oder Multiplayer? Bei Multiplayerservern ist es sehr wichtig, dass diese nach spätestens 24 Stunden neugestartet werden, sonst können solche Probleme auftreten. Im Singleplayer hingegen ist es wichtig, darauf zu achten, dass kein Antivirenprogramm dazwischenfunkt (manche Programme führen RW bspw. in einer Sandbox aus, wodurch der Zugriff auf die Festplatte stark eingeschränkt wird).