Posts by red51

    This is actually intended, although we need some more appropriate textures for this "grain effect" on wood and other smooth surfaces.
    However, the easiest way to get rid of the "grain" would be to use a texture pack and replace the texture which is responsible for this. I prepared a texturepack for you, to use it, simply move the zip file (do not extract it) into the "Texturepacks" folder in your game directory (Steamversion: to get there, rightclick on rw in steam -> properties -> local files -> browse local files). If there is no such folder, create it. Now return to the game directory, open the "config.properties" file and change the line custom_texturepack= to custom_texturepack=NoGrain.zip. Save the file, and run the game. The grain effect should be gone now ;)

    Files

    • NoGrain.zip

      (5.45 kB, downloaded 363 times, last: )

    @Mardoin and @DaBoiye: Thanks for your feedback :)


    I hope the loom will be re-worked sometime to match the awesome tediousness of the spinning wheel

    I would love to rework it, but unfortunately that's probably impossible for some of the crafting benches... not sure if this will work for the loom (especially once it gets more crafting recipes, e.g. the new clothes [for the new playermodels])...


    it would be awesome if we had to use the hunting knife to get the skin of the animal in the first place

    That's actually planned :)


    And, we should get meat from goats and moose too

    Ideally you will be able to get meat from all animals in the future^^


    I have one question about the player models update, will we be able to change the physique of our characters?

    The first release of the new characters will only feature some basic customization options (change gender, haircut, hair color, skin color etc). I can't say for sure which options will be available from the beginning. In the long run, there will be definitely some more options (e.g. body height, maybe physique), but I don't know how much we will go into detail.

    Wie @lenko schon sagt, das kann über die Permissions geregelt werden. Leider ist die Verwendung von Permissions im LAN Modus etwas umständlich und noch nicht ganz ausgereift, hier ist es evtl. besser, stattdessen einfach einen dedicated Server zu verwenden (dieser bietet weitaus mehr Konfigurationsmöglichkeiten als der LAN Modus).


    Im Serververzeichnis befindet sich dann ein "permissions" Ordner, in welchem die einzelnen Permission-Dateien liegen. Die "default.permissions" Datei ist quasi die "Grundpermission"-Datei, d.h. sie dient als Grundlage für alle Gruppenpermissions, aber auch für alle Spieler die keiner Gruppe angehören. Hier können unter dem "general" Tab die Werte "fly" und "debuglight" auf false gesetzt werden, um den Flugmodus sowie das Debuglicht zu deaktivieren:


    Code
    general:
    fly: false
    debuglight: false

    Using a 4K resolution only works acceptable on big screens. I don't know the size of your laptop, but I guess it's probaby 15" or 17"? On these sizes it's more preferable to use a full HD resolution (1920x1080), otherwise the GUI becomes too small on 4K (unfortunately there is currently no way to rescale the GUI).
    What do you mean with "changing resolution shrinks screen down to a postage stamp"? If you enable fullscreen mode, the resolutions should always work. Otherwise there might be a DPI scaling issue, if you have the Steam version, go to your game directory (rightclick on RW in Steam -> properties -> local files -> browse local files) and rightclick on the "risingworldx64.exe", then select "Properties" and go to the "Compatibility" tab. Check the "Disable display scaling on high DPI settings" box, confirm the changes and run the game again. Are there still issues with smaller resolutions?

    Are you playing in singleplayer or multiplayer? Especially on multiplayer servers the world generation may be slower, especially when there are many detailed buildings. It also depends on your internet connection and the load of the server.


    If it's also slow in singleplayer, this may have different reasons. It depends on how slow it is actually. Generating unexplored areas take a little bit longer for the first time (as mentioned by @Deirdre ), but the next time you visit these areas the world generation should be much faster. Sometimes it can also be helpful to slightly reduce the detail view distance in the settings.
    Your hardware should be definitely able to handle the game pretty well, but the game also heavily relies on your harddrive. There had been some situations in the past were people had to deal with a very slow world generation (even though the CPU was powerful), in these cases it was caused by old (slow) or broken harddrives (bad sectors etc).
    So if your world generation is extremely slow, and unless you have an SSD drive, it's definitely recommendable to check the harddrive (for example with Windows CHKDSK).
    In some cases these issues can also be caused by antivirus software which slows down the world generation.

    This is an old thread but are there any updates?

    Basically yes, the Java based API (Plugin API) is already available ;) Currently Lua is still supported for reasons of compatibility. Even though we want to discard the Lua API as soon as possible (on the one hand to increase the server performance, on the other hand to clean up the code), we don't want to break anything. Many servers still rely on Lua scripts, there aren't enough plugins available to fully replace all Lua scripts yet (also the API itself is still missing some important features).


    Of course you can still use the Lua scripts for your server, for example. It'll take some time until Lua is no longer supported. But if you want to start working with the Lua API, I highly recommend to stay away from it, sooner or later it will be fully removed. In this case it's much more preferable to deal with the Plugin API instead :)

    Hmm... I see no reason why jumping would not work anymore when a recording software is active 8| The only thing I can imagine is that the recording software somehow influences the input (as suspected by @Minotorious), specifically affecting the space key (I guess that's your jump key?)...
    Did you try the suggestion of @Minotorious (changing the jump key binding to another key)?

    Sorry for my late response! :/


    The "content file locked" message indicates that another program - most likely an antivirus program - prevents Steam from accessing the game files (so Steam is unable to update the game). Especially "Avast" causes such issues lately, but other programs like AVG can also be responsible for this issue. What antivirus program do you use exactly? Make sure to put Rising World on the exception list of your antivirus program, or alternatively disable it temporarily until Steam has updated all game files.


    About the server issue: Make sure you've forwarded all ports in your router, by default it is port 4255, 4256, 4257 and 4258 TCP and UDP, as well as the http port 4254 (the error message indicates that the hive server was unable to query your server, which is usually caused by a blocked http port). You can visit this page to check out if the ports are forwarded properly: http://www.yougetsignal.com/tools/open-ports/


    If it still does not work, please let me know ;)

    Thanks @zfoxfire and @Miwarre for sharing your thoughts about the permissions! We need a proper way to add custom permissions for plugins, although I'm not sure if they should be added to the regular permissions folder or if every plugin maintains its own permission file (in the plugin subfolder). I think I need some more time to think about this ;)

    Hmm... actually the getPermissionGroup() method should work as intended 8| Was the player really assigned to a group (i.e. there was a group name in the player list [tab])? It doesn't matter if the player is a server admin, or if the player has no group, this function returns an empty string (which means the player is member of the "default" group).

    There is indeed no such function, will be added with the next update (it will be server.getGameTimeSpeed() then) :)
    However, as a workaround you could retrieve the value from the server.properties by using the getOption() function, e.g.:

    Java
    String val = getServer().getOption("settings_time_speed");
    float timeSpeed = Float.parseFloat(val);

    Thanks for bringing this up! It looks like the classloader isn't able to find the resources in the jar file... sorry for the inconvenience, we will fix this issue with the next update! :)
    However, you also made me aware of another potential issue: If multiple plugins have an image called "plus.png" in the "resources" folder, it's nearly impossible to determine which "plus.png" image you're actually referring to (since all plugin jars are in the classpath). Even though it is possible to find out the caller class (by using dark voodoo magic and calling internal proprietary API methods), I think it's much cleaner to provide a reference to the actual plugin class in the constructer. Something like that:

    Java
    //If ImageInformation is created in your plugin class
    ImageInformation info = new ImageInformation(this, "/resources/plus.png");

    Yes, unfortunately the water is currently kinda limited... it is our intention to increase the "precision" of water (or more precisely, the resolution of the underlying data grid), but I don't dare to change the water until we're working on its physical behaviour (I really want to avoid that any of these changes lead to unforeseen consequences which eventually mess up our plans about physiscal water) :(