Thanks for letting me know, I will try to reproduce this issue and fix this issue accordingly ![]()
Posts by red51
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Any news/ETA on the next update red51?
I can't give any ETAs unfortunately, but it shouldn't take too long until the previews will be available

Not sure if what Harv posted below would be the same issue, but on a multiplayer game that I play in, every time the server gets restarted, the maps "go blank" as if nothing has been explored before
Currently the map data is stored clientside (although this will be changed in the future), and in order to identify the server, the client uses a mixture of the server ip (+port), server name, world name and world seed. Actually it was a little bit unnecessary to take the server name into account for this, because if the server changes the name, the map data will be reset

However, in the medium run the map data will be synced with the server, this solves this issue anyway
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getScale() und getSize() sind für mich 2 verschiedene Werte. Wurde ich auch so verstanden ?
Achso, ich hatte das tatsächlich anders verstanden

Mit getSize() möchte ich dann die tatsächliche Abmessungen wissen um z.B. ein Objekt immer auf die gleiche Größe (mit setScale() ) zu bringen.
Also das ist so in der Form momentan nicht direkt vorgesehen, allerdings kannst du die Größe eines Modells mithilfe einer BoundingInformation bestimmen:
Display MoreJava
Das Problem bei einer getSize() Funktion wäre, dass sie keine Rückschlüsse auf den Mittelpunkt des Modells gibt (es kann ja sein, dass das Modell eine Box mit den Abmessungen 1x1x1 ist, allerdings der Mittelpunkt des Modells um 100 Einheiten nach unten versetzt ist), daher bietet eigentlich nur eine BoundingInformation vollen Zugriff auf diese Informationen (was aber kein Problem darstellen sollte - man muss nur berücksichtigen, dass getXExtent(), getYExtent() und getZExtent() jeweils nur halbe Werte zurückgeben [bei einer 1x1x1 Box also jeweils 0.5]).setUserFriendlyName() möchte ich die Möglichkeit schaffen ein Anzeigenamen mit zu transportieren und ggf anzuzeigen.
Welchen Anzeigenamen meinst du genau (da World3DModel ja keinen direkten Anzeigenamen hat)? Bei späteren Modellen, die als Items oder platzierbare Objekte im Inventar fungieren (die ja definitiv einen Namen hätten [bspw. als Tooltip]) würde es aber hingegen auf jeden Fall eine Möglichkeit geben, lokalisierte Namen und Beschreibungen hinzuzufügen (diese werden aber dann vmtl. eine eigene Klasse bekommen die keinen Bezug zur World3DModel Klasse hätte)

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Derzeit haben diese Funktionen eine globale Auswirkung, d.h. auf dem Wege können sich Plugins tatsächlich in die Quere kommen. Mittelfristig wird das aber sehr wahrscheinlich noch geändert, sodass diese Funktionen sich lediglich auf das derzeitige Plugin beziehen.
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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):
bytes 4 4 1 x 4 x 1 x desc img width img height format length format (String) imagedata length imagedata mipmapdata length mipmap 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?
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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

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Actually this "10 seconds delay" was not intended
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 
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Actually I don't know when this bug occurred the first time. I noticed it prior the previous update, but there wasn't enough time to fix it X/ Will try to squash this bug with the next update

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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?
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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")? -
Danke für die Rückmeldung, freut mich dass es soweit erstmal wieder funktioniert

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It's indeed a trap
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
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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)^^ -
Thanks for letting us know, I will check out what's going on there, I'm pretty sure this bug will be squashed with the next update

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Da müsstest du dich vermutlich direkt an Miwarre (von wem die Lib stammt) wenden, er wird dir wohl am besten weiterhelfen können

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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^^
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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)
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).rain
rain_close
rain_fabric
rain_materials
rain_water
rain_water_2d
snow
snowfall
swamp
thunder
tree_leaf
tree_pine
underground
underwater
water
water_2d
water_lake
water_ocean
water_river
water_stream
waterbirds
waves
player_break_splint_wood
player_breakbones
player_breathing
player_death
player_death_lava
player_drink_badwater
player_drink_water
player_drown
player_eat_apple
player_eat_bacon_burned
player_eat_bacon_cooked
player_eat_bacon_raw
player_eat_carrot
player_eat_meat
player_eat_misc
player_eat_ribs_burned
player_eat_ribs_cooked
player_eat_ribs_raw
player_eat_steak_burned
player_eat_steak_cooked
player_eat_steak_raw
player_eat_tomato
player_eat_watermelon
player_footstep_asphalt
player_footstep_bones
player_footstep_concrete
player_footstep_concrete_stair
player_footstep_dirt
player_footstep_drawbridge
player_footstep_glass
player_footstep_grass
player_footstep_grass_dry
player_footstep_grass_frozen
player_footstep_gravel
player_footstep_ladder_metal
player_footstep_ladder_wood
player_footstep_metal
player_footstep_mud
player_footstep_mud_swamp
player_footstep_rock
player_footstep_sand
player_footstep_sand_wet
player_footstep_snow
player_footstep_snowgrass
player_footstep_water
player_footstep_wood
player_gasp
player_heartbeat
player_hunger
player_inpain
player_pain_big
player_pain_small
player_swimming
player_thirst
player_tinnitus
player_water_jump
player_water_surfacing
bear_attack
bear_death
bear_footstep
bear_hurt
bear_idle
birds_flapping
boar_attack
boar_death
boar_footstep
boar_hurt
boar_idle
chicken_attack
chicken_death
chicken_footstep
chicken_hurt
chicken_idle
cow_death
cow_footstep
cow_hurt
cow_idle
deer_death
deer_footstep
deer_hurt
deer_idle
dolphin
elephant_death
elephant_footstep
elephant_hurt
elephant_idle
fox_death
fox_footstep
fox_hurt
fox_idle
gazelle_death
gazelle_footstep
gazelle_hurt
gazelle_idle
giraffe_death
giraffe_footstep
giraffe_hurt
giraffe_idle
goat_attack
goat_death
goat_footstep
goat_hurt
goat_idle
hippo_death
hippo_footstep
hippo_hurt
hippo_idle
jaguar_attack
jaguar_death
jaguar_footstep
jaguar_hurt
jaguar_idle
lion_attack
lion_death
lion_footstep
lion_hurt
lion_idle
minipig_death
minipig_footstep
minipig_hurt
minipig_idle
moose_attack
moose_death
moose_footstep
moose_hurt
moose_idle
penguin_death
penguin_hurt
penguin_idle
pig_death
pig_footstep
pig_hurt
pig_idle
polarbear_attack
polarbear_death
polarbear_footstep
polarbear_hurt
polarbear_idle
rabbit_death
rabbit_footstep
rabbit_hurt
rabbit_idle
rhino_death
rhino_footstep
rhino_hurt
rhino_idle
sheep_death
sheep_footstep
sheep_hurt
sheep_idle
tiger_attack
tiger_death
tiger_footstep
tiger_hurt
tiger_idle
zebra_death
zebra_footstep
zebra_hurt
zebra_idle
minispider_attack
minispider_death
minispider_footstep
minispider_hurt
minispider_idle
rat_death
rat_footstep
rat_hurt
rat_idle
snake_attack
snake_death
snake_hurt
snake_idle
spider_attack
spider_death
spider_footstep
spider_hurt
spider_idle
witch_laughing
piano_1
piano_2
piano_3
piano_4
piano_5
piano_6
piano_7
piano_8
piano_9
piano_10
piano_11
piano_12
piano_13
piano_14
piano_15
piano_16
piano_17
piano_18
piano_19
piano_20
piano_21
piano_22
piano_23
piano_24
piano_25
piano_26
piano_27
piano_28
piano_29
piano_30
piano_31
piano_32
piano_33
piano_34
piano_35
piano_36
piano_37
piano_38
piano_39
piano_40
piano_41
piano_42
piano_43
piano_44
piano_45
piano_46
piano_47
piano_48
piano_49
piano_50
piano_51
piano_52
piano_53
piano_54
piano_55
piano_56
piano_57
piano_58
piano_59
piano_60
piano_61
crafting
place_block
place_blueprint
place_board_wood
place_bone
place_bonethrone
place_bonetorch
place_campfire
place_fruit_huge
place_fruit_large
place_fruit_medium
place_fruit_small
place_fruit_tiny
place_glass_huge
place_glass_large
place_glass_medium
place_glass_small
place_glass_tiny
place_image
place_metal_huge
place_metal_large
place_metal_medium
place_metal_small
place_metal_tiny
place_misc_huge
place_misc_large
place_misc_medium
place_misc_small
place_misc_tiny
place_multiple_count
place_multiple_last
place_paper_huge
place_paper_large
place_paper_medium
place_paper_small
place_paper_tiny
place_piano
place_plant_huge
place_plant_large
place_plant_medium
place_plant_small
place_plant_tiny
place_plastic_huge
place_plastic_large
place_plastic_medium
place_plastic_small
place_plastic_tiny
place_porcelain_huge
place_porcelain_large
place_porcelain_medium
place_porcelain_small
place_porcelain_tiny
place_skull
place_stone_huge
place_stone_large
place_stone_medium
place_stone_small
place_stone_tiny
place_tent
place_torch
place_wood_huge
place_wood_large
place_wood_medium
place_wood_small
place_wood_tiny
warning_proximity
break_bonethrone
break_bonetorch
break_spiderweb
break_trap_stone
break_trap_stone_trigger
cactus_chop
cactus_fall
cutting_grass_high
explosion_dynamite
explosive_dynamite_fuse
gut_animal
hit_air
hit_animal
hit_bone
hit_bonethrone
hit_bonetorch
hit_dirt
hit_fabric_loose
hit_fabric_solid
hit_fruit
hit_glass
hit_grass
hit_gravel
hit_hide
hit_metal
hit_metal_flat_large
hit_metal_flat_small
hit_metal_grate
hit_metal_hollow_large
hit_metal_hollow_small
hit_metal_object_large
hit_metal_object_small
hit_metal_rod
hit_metal_solid_large
hit_metal_solid_small
hit_mud
hit_ore_coal
hit_ore_metal
hit_other_player
hit_paper
hit_piano
hit_plant
hit_pumpkin
hit_radiator
hit_sand
hit_skull
hit_spiderweb
hit_stone
hit_tool
hit_water
hit_wood
hit_wood_axe
hit_wood_braided
hit_wood_flat_large
hit_wood_flat_small
hit_wood_hollow_large
hit_wood_hollow_small
hit_wood_object_large
hit_wood_object_small
hit_wood_solid_large
hit_wood_solid_small
hit_wood_tree
item_break_fruit_huge
item_break_fruit_large
item_break_fruit_medium
item_break_fruit_small
item_break_fruit_tiny
item_break_glass_huge
item_break_glass_large
item_break_glass_medium
item_break_glass_small
item_break_glass_tiny
item_break_metal_huge
item_break_metal_large
item_break_metal_medium
item_break_metal_small
item_break_metal_tiny
item_break_misc_huge
item_break_misc_large
item_break_misc_medium
item_break_misc_small
item_break_misc_tiny
item_break_paper_huge
item_break_paper_large
item_break_paper_medium
item_break_paper_small
item_break_paper_tiny
item_break_plant_huge
item_break_plant_large
item_break_plant_medium
item_break_plant_small
item_break_plant_tiny
item_break_plastic_huge
item_break_plastic_large
item_break_plastic_medium
item_break_plastic_small
item_break_plastic_tiny
item_break_porcelain_huge
item_break_porcelain_large
item_break_porcelain_medium
item_break_porcelain_small
item_break_porcelain_tiny
item_break_stone_huge
item_break_stone_large
item_break_stone_medium
item_break_stone_small
item_break_stone_tiny
item_break_wood_huge
item_break_wood_large
item_break_wood_medium
item_break_wood_small
item_break_wood_tiny
item_change
item_collect
object_break_fruit_huge
object_break_fruit_large
object_break_fruit_medium
object_break_fruit_small
object_break_fruit_tiny
object_break_glass_huge
object_break_glass_large
object_break_glass_medium
object_break_glass_small
object_break_glass_tiny
object_break_metal_huge
object_break_metal_large
object_break_metal_medium
object_break_metal_small
object_break_metal_tiny
object_break_misc_huge
object_break_misc_large
object_break_misc_medium
object_break_misc_small
object_break_misc_tiny
object_break_paper_huge
object_break_paper_large
object_break_paper_medium
object_break_paper_small
object_break_paper_tiny
object_break_plant_huge
object_break_plant_large
object_break_plant_medium
object_break_plant_small
object_break_plant_tiny
object_break_plastic_huge
object_break_plastic_large
object_break_plastic_medium
object_break_plastic_small
object_break_plastic_tiny
object_break_porcelain_huge
object_break_porcelain_large
object_break_porcelain_medium
object_break_porcelain_small
object_break_porcelain_tiny
object_break_stone_huge
object_break_stone_large
object_break_stone_medium
object_break_stone_small
object_break_stone_tiny
object_break_wood_huge
object_break_wood_large
object_break_wood_medium
object_break_wood_small
object_break_wood_tiny
pour_water
quarry_dirt
quarry_rock
take_plant
take_water
tree_chop
tree_fall
tree_fall_small
axe_toss_grass
axe_toss_stone
bucket_metal
bucket_metal_empty
bucket_metal_fill
bucket_wood
bucket_wood_empty
bucket_wood_fill
campfire_burning
chest_metal_close
chest_metal_open
chest_stone_close
chest_stone_open
chest_wood_close
chest_wood_open
cook_meat
detector_beep
door_metal_close
door_metal_massive_close
door_metal_massive_open
door_metal_open
door_metal_sliding_close
door_metal_sliding_open
door_saloon_close
door_saloon_hinge
door_saloon_open
door_saloon_swing
door_wood_modern_close
door_wood_modern_open
door_wood_old_close
door_wood_old_nolock_close
door_wood_old_nolock_open
door_wood_old_open
drawbridge_close
drawbridge_open
drawbridge_stop
fire
fire_dive
fire_extinguished
fireworks_explosion
fireworks_start
furnace_burning
furnace_door_close
furnace_door_open
furnace_load_coal
furnace_load_wood
gramophone_change
gramophone_crank
grinder
grinder_crush_stone
ironmaiden_close
ironmaiden_open
item_nvg_off
item_nvg_on
item_switch
light_electric
light_flare
light_torch
manhole_close
manhole_metal_close
manhole_metal_open
manhole_open
paperpress_down
paperpress_down_rag
paperpress_up
paperpress_up_rag
pickaxe_toss_grass
pickaxe_toss_stone
player_bandage_tear
player_bandage_wrap
spiketrap
spinningwheel
tanningrack_putuphide
tent_placed
tent_removed
throw_into_water
throw_water_big_heavy
throw_water_light
throw_water_medium
throw_water_mediumlight
throw_water_small_heavy
throw_water_verylight
toilet_flush
water_splash
watermelon_cut
gui_click
gui_journal_changepage
gui_journal_hide
gui_journal_show
gui_map_hide
gui_map_show
message
trade_success