Posts by red51

    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).

    Normal and parallax mapping are planned, but currently it has a relatively low priority, especially since additional normal/displacement/specular maps would cause a high memory consumption due to the high amount of textures the game uses. We reduced the memory consumption the lasts months though, so there is some room for such additions now, but first we want to get other things ready (dungeons, new playermodel etc)

    Das ist merkwürdig =O Als was werden dir die Erze im Inventar angezeigt bzw. was für einen Namen haben diese genau, wenn du mit der Maus darüber gehst (Name eines Erzes reicht aus, welches du nicht in den Ofen legen kannst)?
    Kannst du ggf. einen Screenshot davon senden während du mit einem Stück Erz in der Hand exakt auf einen der Slots zielst?

    I hope your AI and mobs patrol in those dungeons your working on since I want to see people cry when they die


    Later there will be definitely some hostile mobs in dungeons ;) Unfortunately there are no monsters or new enemies with the first dungeon release (although it's a pity, since dungeons can only reveal their full potential when there are some challenges), since we have to rework the animal behaviour first (and we won't get that done in time for the dungeons release)...


    Is there a place in the forums I'm missing that has the planned updates for the game?


    The feature list (the link provided by @YakMe) is indeed a little bit outdated, it only contains the "major features" and it gives no clue when the particular features will be implemented exactly.
    The next "big update" will be dungeons, once they're in the game we will implement the new playermodels and items, then it's our intention to focus on more survival elements (rework recipes, add more challenges etc) :)