Posts by red51

    First of all there is a huge difference. For one, my wife has to keep me online (and inevitably kills me 20 times) while she plays when I am at work. So, while you think this is the same, I want her to be able to play without me dying constantly.


    That's basically exactly what I'm saying...


    I dropped "Worlds" into the dedicated server directory and it ignored it completely. When I monitor my computer the files that are changing while running the server is only located in N:/Games/Steam/SteamApps/common/RisingWorld/cache/ In this directory is a "New World651237569" directory with 6 .bpc/wpc files in it.


    You can ignore the cache folder. When playing the game, the cache folder gets updated frequently since it serves as a "cache", the game just stores temporary files there. The world folder itself - on the other hand - only gets updated when there have been some changes to the world.


    Now, in the normal Rising worlds directory under "Worlds" there is a "WorldParts" that has the same files, but that would mean I would be missing the "New World.db". I also attempted another test. I edited the server.properties and set server_world_name=WorldRiseUp and when I loaded dedicated server nothing changed. It continued calling it "New World".


    The "worldParts" folder is not supposed to be in the "Worlds" folder, but it has to be inside the particular world folder. So if your World is named "New World", you will find a "worldParts" folder in "Rising World/Worlds/New World/". Next to the worldParts folder there is also a file called "New World.db". You have to copy the whole "New World" folder from your "Worlds" directory to the "World" directory in your server directory, or alternatively copy the whole "Worlds" folder (maybe delete the "Worlds" folder in your server directory first, just to make sure).
    Also make sure the server is not running while modifying the server.properties file (eventually check out if there is a "java.exe" process running in your TaskManager (in the processes tab), if there is such a process, kill it. If you're using Windows, you should always start the server by executing the "win_startscript.bat"

    @Miwarre is right ;) If you want to move your world to another game directory or a server directory, just copy the particular world folder from the "Worlds" directory, and (if you run the dedicated server) adapt the "server_world_name" line in your server.properties to your world name. You can ignore the "cache" folder in your main directory btw, it's literally just a cache.


    In terms of performance you probably won't see a big difference. Basically the LAN game is nothing but an "integrated dedicated server" (a funny oxymoron :rolleyes: ). However, the big advantage of the dedicated server is the fact that you can easily manage scripts or permissions, you can see the server ouput in the command prompt (which may be helpful when any issues occur), and of course you can run the dedicated server without having to run the game (for example if just your wife wants to play).

    Wichtig ist beim Ziehen von Blöcken, dass immer etwas "solides" angeschaut wird. Es wird geprüft, ob in Blickrichtung innerhalb einer bestimmten Entfernung (dürften so 2-4 Meter sein) irgendeine Kollision vorhanden ist (d.h. also Boden, Blöcke, Planken etc). Wenn ja, wird das Ziehen der Blockreihe fortgeführt, wenn nein, bleibt die Reihe quasi in dem Zustand "eingefroren" wie zu dem Zeitpunkt der letzten "Kollision".


    Mit anderen Worten: Wenn du beim Ziehen zu weit vom Boden oder etwas anderem Soliden entfernt bist oder in den Himmel schaust, dann kannst du die Blockreihe nicht weiterziehen. Das ist zugegebenermaßen etwas suboptimal, war aber schon immer so.

    Es wäre schön, wenn das Spiel festellen könnte, wie kräftig eine Taste auf einer Tastatur gedrückt wurde, allerdings gibt es bei den Tasten einer Tastatur nur die Zustände "gedrückt" und "nicht gedrückt". Sobald der Zustand "gedrückt" von deinem Treiber erfasst und an Windows weitergeleitet wurde, erfährt das Spiel davon und kann darauf reagieren. Wenn Tasteneingaben nur erkannt werden, wenn mit brachialer Gewalt auf die Tastatur gekloppt wird, liegt eher ein mechanisches Problem vor.
    Wenn Tasteneingaben nur nach mehrfachem Drücken erkannt werden (und dabei ist ein sanfter Tastendruck absolut ausreichend), kann entweder auch ein mechanisches Problem vorliegen, oder irgendeine Software dazwischensitzen welche die Tastatureingaben verschluckt.
    Nichtsdestotrotz ist es in RW niemals erforderlich, mit Gewalt Tastatur- oder Mauseingaben zu tätigen.

    Wann passiert das? Wenn du die Barren auf den Boden wirfst? Das kann besonders bei kleinen Items leider passieren, wichtig ist, dass sie aus keiner zu großen Höhe geworfen werden, auch der Aufprallwinkel kann entscheidend sein (und vor allem die Framerate). Nichtsdestotrotz musst du aber auch bedenken, dass weggeworfene Items nach einiger Zeit automatisch verschwinden, sie also keinesfalls dauerhaft liegen bleiben würden ;)

    There is also, that i have noticed, a "Array out of memory" issue with server side lua scripts.


    You probably mean an "ArrayIndexOutOfBoundsException"? This isn't related to memory at all, however, I'd recommend to create a separate topic for that ^^


    My understanding is that whatever fuel source you throw in simply adds to the total amount of fuel in the furnace. Coal provides more fuel than wood.


    Exactly ;)


    Around a month or so ago I started experiencing the same issue, the reflections of the trees dissapeared


    If there is no more reflection, make sure "Water reflections" is enabled in your settings menu. Eventually also make sure that "graphic_water_reflections_quality" in your config.properties file is set to 3. What HD 4400 do you have exactly, an "Intel HD Graphics 4400", or an "ATI Radeon HD 4400 Series"?

    In case of doubt you can kill the Java/Rising World process in your task manager, then you should get rid of any hidden dialogs. In general I'd recommend to disable fullscreen mode and use the undecorated mode (disable fullscreen mode, adapt the resolution to your desktop resolution and check the "undecorated" box), this usually works much better when switching no another process.
    However, I guess it would be helpful to move the error dialog to another frame anyway ;)

    Do you play singleplayer or multiplayer? Eventually you can provide a report file, to do that, open console (key ~ or `) and type "report" (without quot. marks), now a file called "report" followed by a number should appear in your game directory. Please open this file with a texteditor, copy the content and paste it here.

    Looks like Steam cannot be initialized, please restart Steam completely (shut it down by rightclicking on the small Steam icon in your tray -> Exit) and try to start the game again.

    The whitelist and permissions look fine :) What happens exactly when your friends try to connect to the server, do they get kicked with a message "You are not whitelisted" or are they unable to establish a connection at all? In case they get a "not whitelisted" message: Can you eventually upload the whitelist file here ("More options" at the bottom -> "Attachments")? Otherwise, if there is no such message, do they just return to main menu instantly (without notification) or are they stuck at "connecting" (or do they even get a message like "Unable to connect")?

    Bei dieser Ausgabe "false false false" handelt es sich um eine Debugausgabe (solange man ein platzierbares Objekt in Händen hält, zB Möbel, oder ein Lagerfeuer wie auf den Bildern zu sehen), die wird mit dem nächsten Update entfernt ;)
    Ansonsten ist der Log unauffällig. Das "im Kreis fliegen": Grundsätzlich sind Seen oder Ozeane derzeit mehr oder weniger rund, d.h. wenn du die Küste entlang fliegst, wirst du irgendwann wieder am Ursprungspunkt rauskommen. Um deine Bauwerke zu finden, solltest du es wie oben vorgeschlagen mal mit dem findbase Command probieren.

    It depends on the context. When talking about rendering (or "voxel graphics"), there are barely any games out there which are really voxel based. Most games (including Minecraft, Crysis, but also Rising World) use polygons to render the game world. Having a voxel based rendering is a completely different approach, for example Comanche or Outcast used voxels for rendering.
    But the term "voxel" can also describe a datapoint in a three-dimensional grid (as you suspected), for example containing terrain information. Most games use heightmaps to describe the terrains (basically like a two-dimensional array which contains the actual height value for a given X-Z-coordinate), unfortunately heightmaps are quite limited (although sufficient for most games), since it's not possible to have overhangs or caves this way. When the terrain is stored in a three-dimensional data grid, you have full freedom to describe various terrain features precisely. Minecraft or Rising World use a three-dimensional datagrid for the terrain, Crysis uses a mixture or heightmaps and three-dimensional grids. That labels those games as "voxel based" (referring to the fact that the world information are stored in a three-dimensional data grid).
    Another advantage of a three-dimensional data grid is that this is basically the only way to have a truely modifiable terrain. It's nearly impossible to store those information in a heightmap (unless you just want to have something like craters on the terrain surface). On the other hand, a big disadvantage of a three-dimensional data grid is the *much* higher memory consumption (it's basically like multiple layers of heightmaps: if you have a total terrain height of 256 units [or "blocks"], the memory consumption is 256 times higher compared to a simple heightmap).