Posts by red51

    Tut mir Leid zu hören, dass es Probleme mit dem Server gibt :/ Ist der Server denn generell nicht erreichbar (wenn man direkt über IP verbinden möchte), oder taucht er "nur" in der Liste nicht auf?


    Bei mir ist der Server allerdings in der Serverliste sichtbar :thinking: Auch über den Browser kann er abgefragt werden: http://77.116.246.46:26014/

    Ich kann scheinbar auch connecten, also soweit scheint da eigentlich alles zu stimmen. Auch obiger Log sieht korrekt aus.


    Nach dem Serverstart kann es aber bis zu 1 Minute dauern, bis der Server in der Liste auftaucht. Manchmal gibts auch Probleme mit den Steam-Servern, wodurch der Steam Masterserver manchmal nicht erreichbar ist (und neue Server dadurch auch nicht auftauchen).

    Yes, wildcards work in combination with a LIKE operator when working with the world database. Make sure to put apostrophes (') around the name (single quotes represent SQL strings), i.e. one on the left, one on the right. For example, if you have a player name "angriff" and want to find all npcs which are called "angriff" followed by 2 digits or letters (e.g. "angriff01", "angriff42", "angriffXY" etc), the SQL statement would look like SELECT COUNT(*) AS count FROM npcs WHERE name LIKE 'angriff__';. Since your player name is a variable, you have to use string concatenation. The code could look like this:



    Please bear in mind that the _ wildcard character represents one character, while % represents zero, one or more characters. So looking for "angriff__" (with 2 underlines) will find "angriff01", "angriff42" etc, but not "angriff1", for example.

    There is unfortunately a bug when accessing a ResultSet via index... in JDBC, the leftmost column in the ResultSet begins at 1. So in an SQLite or MySQL database created through the Plugin API, you could access the count like that:


    Java
    try (ResultSet result = db.executeQuery("SELECT COUNT(*) FROM `mytable`;")) {
    if (result.next()) {
    System.out.println("Count: " + result.getInt(1));
    }
    }
    catch (Exception e) {
    e.printStackTrace();
    }


    However, the world database uses our native SQLite implementation instead. In SQLite, the equivalent of result.getInt() is sqlite3_column_int(), where the leftmost column begins at 0 (instead of 1).

    You could fix that by accessing index 0 in the result set, however, since this isn't consistent with the regular JDBC implementation, we will change that with the next update (so I wouldn't recommend using that now).


    Instead it's probably better for now to use an alias for the count and access the result through that name:

    Java
    try (ResultSet result = db.executeQuery("SELECT COUNT(*) AS count FROM `mytable`;")) {
    if (result.next()) {
    System.out.println("Count: " + result.getInt("count"));
    }
    }
    catch (Exception e) {
    e.printStackTrace();
    }

    Please see my response to your other topic about this matter: RE: Players on my server are not seeing changes I made to the game


    It always depends on whether something is generated serverside or clientside. The world (including biomes etc) is generated serverside, so any changes to the serverside definitions.db have a direct impact on the world generation.

    Crafting also happens serverside, but the UI is shown clientside, so the client uses its local (clientside) definitions.db to show the crafting requirements on the UI. Still, clients cannot circumvent the serverside crafting requirements, because the server still performs the check (using the serverside definitions) when crafting an item. So changing the crafting recipes clientside will only cause your UI to be out of sync (you won't be able to craft any items where the client/server recipe doesn't match).


    It's our intention that clients sync their definitions with the server when joining a server. But there is some work involved to implement that properly, so unfortunately we have no ETA for that yet :/

    No biggie. I can convert it in the old code or use it as is. I just wanted to bring attention to the wrong example being wrong.

    Oh, thanks for bringing this to my attention, it's still an old example from the Java version :saint: We'll fix that with the next update ;)

    It's a bit tricky... basically UI elements no longer have a position like that (unlike the Java version), instead the Style only has left, right, top and bottom values. "setPosition()" is basically just a helper method which sets the "left" (x) and "top" (y) properties (and also sets the "position" property to "Absolute").


    If there was a "getPosition()" method, it wouldn't be reliable and it's behaviour would be a bit confusing... one would expect it to return the current position of the element, but this can't be queried actually (because due to the flex layout, the position isn't necessarily defined through the left and top properties). For example, if you set the "right" property and also define a width, calling "getPosition()" would return 0 (which is obviously wrong), because it would just read the "left" property, which hasn't been set in this case. In fact the position depends on other style properties as well.

    Personally I think the big thing people are wanting would be particle effects to make fountains, running faucets, splashing water, etc. things like that to go along with the water blocks you had mentioned about adding beforehand. I could be totally wrong but it seems a common thing for people to call that "flowing water", not knowing it's just particle effects.

    That's a different story of course ^^ Various configurable particle effects are actually planned :)


    So the question originally is in regards to the ocean and somewhat on ponds. I look out in a storm and notice the large body of water just sits there reducing immersion. The trees sway and even the grass sways. In a small pond the plants (Lilies) just sit there when the wind blows and as such detract from immersion

    Yeah, ocean waves are definitely still missing, but they're on our to-do list ;)


    As a wish list on flowing waters, I would like to direct water from the hilltops through hollow cylindrical building pieces and channels of blocks simulating aqueducts.

    Unfortunately this couldn't be achieved with flowing water... but if it's just about building, there will be water blocks in the future, as mentioned by CursedXistence :) They will be fully static of course, but the game will recognize them as water. Like any other block, they will be fully resizable and could be freely placed, allowing you to create very detailed bodies of water.

    Das Problem ist, dass der Size-Befehl grundsätzlich so arbeitet wie das Skalieren per Pfeiltasten. Da Fensterrahmen Skalierungen über die Z-Achse igorieren und stattdessen auf die Y-Achse anwenden, passiert selbiges beim Size-Befehl. Das ist aber nicht ganz gewollt und eigentlich dachte ich, dass wir das bereits geändert hätten, aber offenbar haben wir die Änderung nicht ganz umgesetzt :wat: Wir werden das dann aber jedenfalls mit dem nächsten Update reinbringen, sodass der Size-Befehl immer die X, Y und Z Achse beeinflusst ;)

    In welchen anderen Spielen hat die Spitzhacke denn eine noch größere Reichweite? :wat: Ich kann deinen Standpunkt zwar nachvollziehen, aber das Problem ist leider, dass die Reichweite auch jetzt schon visuell nicht mehr wirklich passend ist... das ist in der 1st Person Ansicht zwar nicht weiter problematisch, aber im Multiplayer (oder in einer künftigen 3rd Person Ansicht) ist es schon jetzt teilweise so, dass man sehr weit vom Objekt entfernt steht, in die Luft schlägt und trotzdem den relativ weit entfernten Block trifft, was optisch unpassend ist (da die Spitzhacke nicht ansatzweise Kontakt mit dem Block hat). Eigentlich müsste die Reichweite gar geringer sein (wenn man es realistisch gestalten will und die Optik besser zusammenpassen soll), aber das wäre spielerisch natürlich nicht mehr toll... aber noch höhere Reichweiten würden das noch extremer machen...


    Beim Malen würde künftig jedoch eine Sprühpistole Abhilfe schaffen, die dann eine noch höhere Reichweite haben könnte. Was die Spitzhacke angeht, so hat momentan nur der Minenbohrer eine (etwas) höhere Reichweite.

    Will cats and dogs be added to the animals?

    It's our intention to add them in the long run (actually we've already done some preparations for that) ;) But it depends a bit on the overall situation of the game after replacing the Java version.

    What kind of movement/flow are you looking for specifically? Do you refer to ocean waves?


    Ocean waves are actually planned ;) But unfortunately we have no ETA for that yet... it will happen after replacing the Java version with the new version.


    If you're looking for flowing water, the new version already has flowing water, but it only takes terrain into account for collision for now. The only change that's planned is that water will also detect construction elements in the future (at least construction elements with a minimum size).

    Water has a fixed resolution (one water cell has the size of a block), unfortunately it's not possible to have more detailed water (i.e. consisting of much smaller cells/blobs) in a performance-friendly way...

    Having detailed flowing water on a large scale isn't possible (yet) from a technical point of view unfortunately. If a single water drop would have the size of 1 cm (which is still a big water drop), a tiny 4x4 pond would already consist of millions of water drops. While modern GPUs can actually handle this on a small scale in realtime, this is far from being usable in a game like RW. On the one hand, the game needs this on a larger scale (what if the player wants to have more than just a tiny pond of physically accurate water?), on the other hand, this data needs to be accessible by the CPU (because the game has to sync the water state between clients in multiplayer, and it also has to store the water state on the hard drive, so it doesn't get reset everytime you restart the game/server).

    when i tried to paint the ground with cobblestone it changes the background ground in some areas to sand but not others, seems to happen right along chunk lines

    This is unfortunately a limitation of how the cobble blending works... but we're currently reworking that :) Probably this issue will be fixed with the next update.


    In snowy biome i am only able to paint cobblestone on some chunks but not others, right side i can paint, left i am unable to paint

    It's hard to tell if this is maybe related to the other issue :thinking: Maybe try to increase the brush size a bit (with numpad +) and see if you can paint it then?

    When it comes to wild animals, there are indeed already baby versions of wild boars ("wildpiglet"), bears ("bearcub"), deers ("deercalf") and mooses ("moosecalf"). For upcoming wolves, we have also prepared a wolf cub ;)


    Unfortunately we don't have baby version of the safari animals, but that's on our to-do list ^^

    was erwartet uns den beim nächsten Update?

    gibs da schon infos?

    Das nächste Update wird in erster Linie eine Karte ins Spiel bringen, aber auch diverse neue Items. Ebenso arbeiten wir an einer weibl. Spielerfigur und ich hoffe, dass sie ebenfalls rechtzeitig fertig wird ^^


    Wir werden wahrscheinlich bald generell ein paar Screenshots und Neuigkeiten auf Trello posten ;)

    Hostile animals (like lions) should always keep attacking you (even if they lost focus), unless:

    • Creative-mode is active (then animals will never attack you)
    • You just spawned (there is a spawn protection for a few seconds)
    • The animal was frozen/locked (through the "locknpc" console command)
    • The animal behaviour was changed through the API
    • Another player in multiplayer is closer to the animal


    Other than that, I'm not aware of situations where animals ignore the player :wat: Did it happen in singleplayer or multiplayer?

    This was indeed changed. Internally the new version stores the UID as a string, unlike the Java version (which stored the UID as long). While Steam and the standalone just use an integer/long value to represent the account ID (==UID), there are other platforms out there which use strings instead. If we decide to release the game on other platforms in the future, it would be problematic if the UID was stored as long...


    If you really need a long value, you could cast the UID. To make sure the UID actually represents an integer or long, you can use the method Utils.StringUtils.isInteger() (which works for both integers and longs) to check the provided string, e.g:

    Java
    string uid = player.getUID();
    if (Utils.StringUtils.isInteger(uid)) {
    long playerUID = Long.parseLong(uid);
    }


    You can also find out the game platform by calling player.getPlatform() (to find out if it's a Steam version, standalone etc) ;)

    Kann man in der blacklist.txt auch mit "#" beginnend Kommentarzeilen einfügen? denn dort steht ja nur die Uid drin. Ich fänd es hilfreich, wenn man dort in der Zeile darüber eintragen könnte

    Ja, das funktioniert ;) Das Spiel erkennt das zwar dann als separaten Eintrag (sieht also keinen Zusammenhang zwischen den Kommentaren und den UIDs), das spielt aber effektiv keine Rolle, da die Kommentare ja dann eh nur für dich als Übersicht dienen sollen ^^


    Es kann also grundsätzlich alles eingetragen werden (auch Leerzeilen oder mehrzeilige Kommentare etc). Wichtig ist immer nur, das jede UID in einer eigenen Zeile steht (und in dieser Zeile nix anderes vorhanden ist)^^