Hmm... I'm sorry to hear that
Maybe try to change the game to fullscreen. Go into the game directory, open the config.properties file with a texteditor, and change graphic_fullscreen to true. You may also set graphic_resolution_x and graphic_resolution_y to your desktop resolution (probably 1920 [x] and 1080 [y]). Save the file, and try to start the game again ![]()
Posts by red51
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Thanks for the new errorlogs
The first one (which is most likely responsible for the crash after 40 seconds) is unfortunately a bug which may occur sometimes, too bad it happened right now
Probably this bug will be fixed with the next update.
The second one is the same issue as previously (it's unable to find an OpenGL compatible graphics adapter), which is still strange. But since you was able to run the game at least once, I don't think it's related to the APU or the Nvidia driver (the currently installed driver is perfectly fine btw)...Perhaps it's related to some power saving options in Windows? I haven't seen such an issue before, but who knows. Please have a look in your Windows Control Panel -> Hardware and Sound -> Power Options, maybe try to set the power plan to "High performance" (it may be hidden under "Show additional plans").
Does this make any difference to the start behaviour of the game? -
Hmm... definitely some voodoo magic going on here
I'm afraid Steam sold you a cursed version of the game... 
It sounds like the game didn't really crash previously, just was stuck with doing something? Not sure though, since it's still strange... but in this case the game is supposed to be marked as "running" in Steam.
While the game is running, maybe grab the chance and please try this: Open the console (by pressing key ~ or `) and type "report" (without quot. marks), then a file called "report" (followed by a number) should appear in your game directory. Please upload this file here, it will provide some useful information about what graphics adapter is used exactly etc.
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Java Development Kit
In order to write a Java application, you have to download and install the Java Development Kit (JDK). To create a plugin for Rising World, you need at least the JDK 8.
You can download the latest JDK here: http://www.oracle.com/technetw…k8-downloads-2133151.html
Remember to install the 64 bit version of the JDK if you are using a 64 bit operating system.
Integrated Development Environment
It is highly recommended to use an IDE (integrated development environment) when creating a plugin for Rising World. In contrary to a simple texteditor, it will provide some comfortable features like code completion or displaying documentation.
Here is an overview of some popular IDE's:
Getting started
First of all, you have to create a new project. In NetBeans, you can create a new project by selecting File -> New Project... -> select "Java Application" and press "Next" -> provide a proper Project Name -> press "Finish"
Once a project is created, it will be visible in the "Projects" list on the left side.
In order to create a plugin for Rising World, you need to load the "PluginAPI" library. You'll find a pinned topic containing the latest API in this section of the forum.
1. To add the library to your project, you have to rightclick on your project name -> select "Properties" ...


2. Now select the "Libraries" entry on the left side, and press the "Add Library..." button.

3. Press the "Create..." button to create a new global library

4. Select a proper name, for example "RisingWorldAPI"

5. Now a new dialog appears. Go to the "Classpath" tab and press the "Add JAR/Folder" button

6. Select the "PluginAPI.jar" file (you have to extract the zip file you've downloaded first)

7. Confirm by pressing "Add JAR/Folder", then go to the "Javadoc" tab and press the "Add ZIP/Folder" button

8. Select the "javadoc.zip" file and confirm by pressing the "Add ZIP/Folder" button

9. Confirm all changes by pressing "OK", then select "Add Library"


10. Now you should see the "RisingWorldAPI" in the "Compile-time Libraries" list. You can close the properties window now by pressing the "OK" button.

11. Finally you can start writing your own Rising World plugin. Have fun

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How do you join a lan server?
If you want to join via LAN, i.e. all persons are in the same network, or in other words, in the same household, just connect to the local IP of the host (Multiplayer -> Connect to IP). To get the local IP, the host can - for example - press [Windowskey] + R, type "cmd" (w/o quot. marks) and enter "ipconfig" (the local IP is the "IPv4-Address", usually it looks like "192.168.x.x").
However, if you want to play over the Internet, you can either use a program like Tunngle or Hamachi, or alternatively the host has to forward his ports in the router (see the first post in this topic). You have to connect to his Internet IP then, to get it, the host can visit a page like http://ipv4.whatismyv6.com/
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Thanks for the errorlog file
This one is dated on the 9th of August, at that time the Nvidia driver wasn't updated yet (driver is dated on February 2015). Or did you install the latest Nvidia driver after this date?
The problem is indeed a missing OpenGL context, which should never happen with any Nvidia driver (unless it's many years old
).
Perhaps just download and install the latest Nvidia driver again, the latest stable driver version should be 368.81:
http://www.geforce.com/drivers/results/105033If it still does not work then, maybe delete all "errorlog" files in your game dir and try to start the game again, then upload the latest errorlog again please.
Maybe the problem is caused by the AMD APU, it seems there is no driver installed for it
Where did you plug your monitor, did you plug it into the mainboard or the Nvidia card? -
Hmm.. do you still get the message about unsupported OpenGL? Usually this indicates that either only a basic Microsoft driver is installed, or the chipset driver is missing (in this case the graphics driver does not work properly in most cases).
Please have a look if there is a file called "errorlog" in your game directory (to get there, rightclick on RW in Steam -> Properties -> Local files -> Browse local files), if there is such a file, please upload it here, or alternatively post the content here
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Ein Hocker klingt gut, vielleicht wäre es aber auch sinnvoll, sowas wie eine "Sitzfläche" oder eine "Schlaffläche" als "technische Objekte" anzubieten, die also nur per Command erzeugbar sind und kein richtiges Objekt darstellen (sondern wirklich nur eine Sitzfläche o.ä). Diese könnte man in seine selbstgebauten Möbel noch einfacher einbauen

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Das ist schon seit einer ganzen Weile geplant, Problem ist lediglich, dass dies aus Performancesicht ein paar Schwierigkeiten mit sich ziehen würde. Mal ein Schwert an die Wand hängen oder eine Spitzhacke ins Regal legen ist zwar absolut kein Problem, sobald es aber zu sehr ins Detail geht (bspw. eine Kiste mit hunderten Äpfeln, diese dann ggf. noch per Blaupause vervielfältigt) wird es heikel. Besonders im Multiplayer wäre das natürlich ungünstig...
Der erste Schritt wäre auf jeden Fall, dass es zumindestens erstmal sowas wie Werkzeughalter oder Waffenständer gibt, ebenso die Option, Gegenstände ins Regal zu legen (mit anderen Worten also die Möglichkeit, Gegenstände im vordefinierten Rahmen zu platzieren). Das wird vermutlich kommen nachdem die neue Spielerfigur mitsamt der neuen Items umgesetzt sind (weil das eh eine Anpassung der jetzigen Art und Weise, wie Items eingebunden sind, erfordert)
Danach müsste man mal sehen, inwieweit man es sich "leisten" kann, Gegenstände auch frei zu platzieren (ggf. im Multiplayer dann via Permission limitiert o.ä.)^^ -
Auch wenn solche Namen natürlich total besch***** sind, ist es ja letztenendes die Entscheidung des Spielers. Zumindestens werden an den Spieler bei der Accounterstellung keine Anforderungen gestellt, was den Namen angeht, somit wäre wohl keine Grundlage vorhanden, einen Namenswechsel zu erzwingen... Die beste Option ist vermutlich, solche Leute nach eigenem Ermessen vom Server zu bannen

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Die report-Datei ist i.O. Was für ein Fehler tritt denn genau auf? Bewegungsunfähig, stockendes Spiel oder Absturz? Wenn das Spiel abstürzt, sollte im Spielverzeichnis entweder ein "errorlog" auftauchen, oder eine "hs_err_pid" Datei.
Spielst du im Singleplayer oder im Multiplayer? Wann tritt das Problem denn genau auf? -
Then you should use the default.permissions file for that, as suggested by @Miwarre. All group permissions inherit the default.permissions, but can also overwrite them of course. The default.permissions is used for every player automatically.
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I am thinking the only way around this would be to wipe the server?
If it's just about a particular player, why don't you just set his group manually by typing setplayergroup playername groupname into console (of course you have to replace "playername" with the playername and "groupname" with the name of the group/permission, the player also has to be online)? Alternatively you can edit the player table in the world database manually by typing the group name into the "Group" column.
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I see a place in the Server properties to put in a group name for new players? But when I put in a group name it does not automatically add a new player to that group. Maybe this still can not be done?
Actually that's indeed the way how this could be achieved. You have to put the name of the desired group into the settings_default_newplayer_group field in the server.properties file. Remember to put the filename there (without the ending), i.e. if your permission file is called "awesomegroup.permissions", you have to put "awesomegroup" there.
Note that this only works for new players, i.e. for players who never joined the server in the past.Alternatively you could edit the default.permissions file of course, as @Miwarre suggested, but keep in mind that this affects all group permissions then (all permissions are based on the default.permissions file).
Having a cronjob which updates the world database (as mentioned by @yahgiggle) is definitely the "crème de la crème", but also the most complicated solution in this case.
Achieving something like this will be easier once the new API is ready, since it provides access to the world database, but also allows changing the player group directly
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Is this supposed to be already implemented and/or does it require full network access from outside?
It's already implemented, but it does indeed require access from outside. If the http port is not reachable, the hive can't get any stats from the server (so it does not assign a UUID to the server, and as a result, no server_key file will be created).
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Yes, it's as @yahgiggle said, there is a "server_key" file in the server directory which contains a unique UUID. When moving the server to another machine, make sure to move the "server_key" file as well, then there should be no stats loss (if there is no "server_key" file in the server directory, the server requests a new UUID and creates a new server_key accordingly - of course in this case there would be no more reference to previous stats)

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Tatsächlich ist der "klassische" Connection reset bislang nur bei Kabelinternet bekannt. Das macht sich dann dadurch bemerkbar, dass der reset nach exakt 10 Minuten auftritt. Verantwortlich dafür ist einer der Zwischenknoten (wenn du ein Paket zu einem Server sendest, gibt es keine direkte Verbindung, sondern das Paket legt eine längere Strecke über mehrere Knotenpunkte zurück, und wandert häufig auch durch verschiedene Länder), welcher die Verbindung aus unbekannten Gründen trennt. Die "Lösung" hierfür ist, ein VPN zu verwenden, da deine Pakete dann eine andere Route im Internet verwenden (und der fehlerhafte oder sensible Knotenpunkt meist umgangen wird). Es gibt verschiedene kostenlose VPN Dienste, beispielsweise Cyberghost.
Ein "Connection reset" an sich kann aber generell auch andere Ursachen haben. Prinzipiell besagt der Fehler nur, dass die Verbindung unerwartet getrennt bzw. unterbrochen wurde. Sowas kann durch Firewalls oder Antivirenprogramme verursacht werden, aber auch durch kleinere Verbindungsabbrüche (insbesondere bei Verwendung von WLAN oder DLAN).
Was für ein Antivirenprogramm bzw. was für eine Firewall verwendest du denn genau?
Du könntest ggf. testweise einen VPN Dienst verwenden und schauen, ob das Problem dann weiterhin auftritt. Falls ja wäre das ein Indiz, dass der Fehler tatsächlich eine andere Ursache hat.
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Extracting and using the RW built-in textures to texture custom objects for RW would be considered a copyright infringement?
Basically you can extract the textures and use them for plugins or mods for Rising World, however, if you use them for something else (another game or anything that's not related to RW) it might be problematic.
It would probably be useful to have a way to access the built-in textures directly
Yes, that's on our list

in the future it would be great to have a way to parametrise the texture used by a custom object, so that the same mesh could be textured at will with any of the textures available in-game at build time rather than at modelling time.
That's already the way how the plugin API is going to handle custom models: The texture is independent of the model (with the exception of uv coordinates of course). When loading a model, you have to assign an "image" object to it (which points to a file on your harddrive, or in the future alternatively to an existing RW texture [as mentioned above]). This image object can be assigned to multiple models of course, and may also be used for other things (e.g. to display an image on the gui)

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By default there is no journal.xml file in the game/server files. You either have to create a new one, or use this example journal.xml (you have to extract it): https://download.rising-world.…urnal/journal_example.zip
Just put this file in your game directory (steamversion: steam/steamapps/common/Rising World) or your server directory
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Das ist komisch
Kannst du die neue Signatur evtl. mal posten oder mir per PN senden? Ich habe das Zeichenlimit mal geringfügig geändert, funktioniert es nun?
Es kann natürlich sein, dass es ein Bug in der Forensoftware ist, die neue Version ist offenbar noch nicht in voller Gänze ausgereift.