Posts by red51

A small new update is available now!

    Im Grunde sind all diese Dinge geplant (abgesehen vom Weltfrieden, der zwar toll wäre, aber leider außerhalb unserer Möglichkeiten liegt) ^^ Vermutlich wird die Reihenfolge in der Umsetzung sein Eisenbahn -> Autos -> Elektrizität, und irgendwo dazwischen Glastüren und NPCs.


    Zur Plugin API: Der beste Ort für API Wünsche ist diese Sektion ;) Mit DAE und FBX Support möchtest du sicherlich auf Animationen hinaus, tatsächlich sind Animationen in Zukunft für die API geplant, allerdings hat das momentan eine verhältnismäßig geringe Priorität

    I've moved this to the suggestion board, since the plugin feature section is only intended for API suggestions (i.e. new functions for the plugin API) ;)


    As @Minotorious and @Deirdre mentioned, there will be no zombies in the game. It's generally our intention to keep the game as realistic as possible, however, in the future there will be some monsters in dungeons and in hell (on the surface, you will only encounter wild animals and human enemies like bandits).

    Dieses Problem sollte mit dem nächsten Update eigentlich behoben oder zumindest reduziert sein ;) Falls die Probleme wider Erwarten trotzdem noch auftreten sollten, sag bitte Bescheid.

    Just as a side note, one thing you have to keep in mind is that Steam for Linux is only officially supported on Ubuntu 12.04 LTS and newer with the Unity, Gnome or KDE desktop. The same requirement applies to Rising World. However, Steam (and Rising World) are usually also compatible with other distros, but sometimes it may require some additional steps in order to run Steam or RW properly.

    Basically the first step would be to read the bytes of the blueprint file and decompress it (the game uses GZIP for compression). Once you have the decompressed byte buffer/array, you can start reading the single bytes. This is the structure of every blueprint (I hope I didn't miss anything - if you have any questions, don't hesitate to ask):



    BytesInfo
    1blueprint version
    2blueprint size x
    2blueprint size y
    2blueprint size z
    8creation date (timestamp, amount of milliseconds passed since 1st of January 1970)
    4name length (String bytes)
    xxblueprint name (byte length see previous 4 bytes)
    4author name length (String bytes)
    xxauthor name (byte length see previous 4 bytes)
    4world name length (String bytes)
    xxworld name (byte length see previous 4 bytes)
    4terrain data length
    xxterrain data (see below)
    4block data length
    xxblock data (see below)
    4object data length
    xxobject data (see below)
    4construction data length
    xxconstruction data (see below)
    4vegetation data length
    xxvegetation data (N/A)
    4preview image data length
    xxpreview image data



    Compression information


    The blueprint data is compressed using GZIP. Java provides a class "GZIPInputStream" for decompression (and GZIPOutputStream for compression). Java example for decompression:


    Block data information


    Block arrays are short arrays (i.e. every index consists of 2 bytes). Block arrays are 3-dimensional arrays (blueprint size x * size y * size z) which are flattened (i.e. it is 1-dimensional). To access a particular index, you have to calculate it (x + y*sizex + z*sizex*sizez), e.g. instead of blocks[x][y][z] (which would be the regular way of accessing a 3d array) you have to access it like blocks[x + y * sizey + z * sizex * sizez)].
    Java way to read the blocks:


    Terrain data information


    Terrain data is stored as byte array, i.e. a particular byte represents the actual terrain id. Similar to block arrays, the terrain array is flattened, so you have to access it in the same way (see above).



    Object data information


    Objects (furniture, doors etc) are represented by a special object which holds information about the typeid (short), the variation (byte), position x y and z (float) and rotation x y z (short). The first 4 bytes in the encoded blueprint bytes hold information about the actual amount of objects in this blueprint. Java way to read the objects:


    Construction data information


    Construction data is very much like the object data, only the information per construction element is different. Every construction element holds information about the typeid (short), the texture (int), position x y z (float), rotation x y z (short), size x y z (short), horizontal repetitions (byte), vertical repetitions (byte), gap (byte). Java way to get the construction elements (only rough information, since it's mostly the same as for object elements [see above]):


    Additional information about object elements and construction elements


    To convert the rotation to a world rotation or the size (of construction elements) to the world size, you have to multiply the short values with a conversion factor. For rotations, it is currently 0.025, for the size, it is 0.01. Example:

    Java
    short rotationx = ...;
    short sizex = ...;
    //convert to world rotation (in degree)
    float worldrotation = rotationx * 0.025f;
    //convert to world size (world units)
    float worldsize = sizex * 0.01f;

    Serverbetreiber können über das Berechtigungssystem selbst festlegen, ob auf ihren Servern Baupläne benutzt und/oder erstellt werden dürfen. Falls ein Server die Verwendung von Bauplänen nicht erlaubt, taucht auch der entsprechende Menüpunkt im Journal nicht auf.

    I'm interested to know about server host options

    Unfortunately I can't say much about US based server hosters, but as a last resort, you could also run the server on your local machine. The dedicated server files are available for free, only thing you have to do is to forward the required ports in your router (by default 4254 - 4258 TCP and UDP).


    How do you move the server worldspawn point for new players?

    You can set the default worldspawn by typing "setspawn" into console (this requires admin permissions) ;) Although it's strange that the players spawned at random locations on your server previously, this isn't supposed to happen 8| Are you running any Lua scripts or Plugins?


    Using the goto command will almost always put the user underground

    That's also very strange =O Where do you get exactly (elevation)? Very deep, or just slightly below the surface?


    Chat Colors. I can get the basic player names to show up in color but not their text and admin show up as the same color as players.
    Here's the code for the admin.permissions file (currently still the default):

    Hmm... apparently there is a bug in the permissions when using certain color codes for the chat color... instead of color 0xF1DF60, try to use 0xFADF60 (this is very similar to your original color). We will fix this bug with the next update :)

    Wie @lenko schon sagt, diese Brücke hat leider zu viele Bauteile (~300.000) :( Oder genau genommen, zu viele Bauteile auf zu kleinem Raum. Die Balustraden sehen zwar sehr schön aus, sind aber durch ihre enorme Vielzahl an Einzelteilen Performancekiller... Der Blueprint kann zwar platziert werden, das dauert aber sehr lange (und auch das Weiterbearbeiten führt das Spiel hin zur Unspielbarkeit) :|
    Leider ist hier wie ich fürchte mittelfristig keine Lösung in Sicht (außer, die Anzahl der Bauteile zu reduzieren). Zwar ist generell noch viel Optimierungsspielraum vorhanden (was die Bauelemente angeht), aber ich habe die Befürchtung, dass diese gewaltige Menge an Bauteilen auch in Zukunft problematisch sein wird (zumal die Brücke im fertigen Zustand ja vermutlich weit mehr als 300.000 Bauteile haben wird).

    If you're referring to chat text color or nametag colors: This can be changed in the permissions files, as mentioned by @Jon_miner ;) Although I highly recommend to use the dedicated server files instead of the LAN mode if you want to work with permissions (since the dedicated server grants more access to the settings). You can run the dedicated server on your local machine (it's basically the same as the LAN mode, with the exception that it runs independently of the game).
    Here are more information about the permissions btw, in your case the "Info (visual)" part is what you're looking for: Permission system

    Dass das Dungeon areaprotected ist

    Achso, hatte erst gar nicht richtig verstanden, dass es eigentlich darum geht ^^


    Aber ich denke, dass das mit dem Java-Plugin nicht mehr vorkommen wird. Generell wird die Java API da mehr ins Detail gehen, damit auch andere Dinge von einem künftigen Areaprotection Plugin besser geregelt werden können (zB auch das Platzieren von Bauplänen). Das Lua Skript hingegen wollen wir eigentlich nicht mehr anrühren, da ja auch der spielseitige Lua Support bereits auf der Abschussliste steht ;)

    Momentan ist es möglich, Spielsounds an einer bestimmten Stelle abzuspielen (Player.playGameSound()). Mit "Spielsounds" sind aber tatsächlich nur Sounds gemeint, die bereits im Spiel vorhanden sind (zB die Tiergeräusche, Werkzeuggeräusche, Ambientegeräusche etc). Eigene Soundeffekte (also quasi ein Verweis auf eine Sounddatei im Serververzeichnis) werden noch nicht unterstützt, das wird aber in absehbarer Zeit noch kommen ;)

    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 391 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 :)