Posts by red51

    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 :)

    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:


    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) :)

    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).