Dass er schon beim Laden hängen bleibt ist auf dasselbe Problem zurückzuführen. Der Ladebalken ist ab 10% eigentlich nur noch abhängig von der Anzahl der geladenen Chunks, und wenn die Chunks nicht geladen werden, bleibt der Ladebalken hängen (wenn man aber lange genug wartet, wird der Ladevorgang übersprungen und man landet direkt im Spiel, auch wenn die Welt nicht fertig geladen ist).
Bzgl. der Gegend habe ich mich offenbar etwas schlecht ausgedrückt Ich meinte, ob das nur in bestimmten Gebieten auf dem Server auftritt. Dass also dieser Chunkbereich evtl. beschädigt ist (warum auch immer), und nur er sich momentan dort aufhält?
Posts by red51
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Avira ist eigentlich unproblematisch. Er könnte auf Nummer sicher gehen und einmal testweise die Windows Firewall sowie Avira vorübergehend ausschalten und dann auf den Server connecten.
Tritt das Problem vll nur in einer bestimmten Gegend auf? Wann genau bzw. wie häufig bekommt er den "Connection reset"? -
Du musst sowohl die .db Datei umbenennen als auch den Namen des Ordners, in welchem sich die .db Datei befindet
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Tritt das Problem nach einer bestimmten Zeit auf, oder quasi immer? Hat er das gleiche Problem auch im Singleplayer? Falls nicht, würde ich am ehesten auf Firewall bzw. Antivirenprogramm tippen. Was für ein Antivirenprogramm nutzt er?
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Im Singleplayer kein Problem, im Multiplayer kannst du den Namen der Welt ohne Zugriff auf die server.properties Datei aber leider nicht ändern (nach dem Umbenennen würde der Server jedes mal eine neue Welt erstellen, da ja noch der alte Name eingetragen ist)
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Die Meldung im Serverlog spielt eigentlich keine Rolle. Es handelt sich um keinen wirklichen "Fehler" in dem Sinne und ist komplett harmlos, das kann immer mal auftreten, wenn jemand disconnected (meistens wenn jemand unerwartet rausfliegt).
Zur "Connection reset" Fehlermeldung (gehört das zum ersten Post?): Das kann grundsätzlich viele Ursachen haben, im Grunde besagt das nur, dass die Verbindung unerwartet getrennt wurde. Das kann entweder durch eine allgemein instabile Verbindung auftreten (oder bei der Verwendung von WLAN), durch eine Firewall/Antivirenprogramm (welches Antivirenprogramm wird verwendet?), oder anderweitig verursacht werden. Beispielsweise haben manche dt. User mit Kabelanbieter das Problem, alle 10 Minuten einen Connection Reset zu bekommen (das betrifft aber nicht alle User, kommt ganz drauf an, wo du wohnst). 6x in 20 Minuten klingt aber eher weniger nach dem Problem...
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Thanks for the info! The latest driver was released on 31th of August, did this error also occur prior this date? If not, it might be related to the newest driver version.
Is it always the same errorlog? Eventually delete all hs_err_pid files on your game directory, and once the game crashes again, upload the latest hs_err_pid file pleaseYou can btw also put this file in attachment, or alternatively post it on http://pastebin.com (and provide the link here)
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My system is windows 10 This log reports it as windows 8.1
It's a bug in the Java version that's delivered with the Steam version. Windows API slightly changed from Win8 to Win10, that's why old Java versions don't recognize Win10 correctly. This isn't a problem at all, but we will deliver the newest Java version with the next updateAbout your problem: It's a crash related to the graphics card/rendering procedure. Unfortunately I can't say for sure what has caused it exactly, maybe VRAM was full (clearworldpart has no influence on that unfortunately). What graphics card do you have exactly, and how much VRAM? How often did this crash occur?
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Awesome, glad to hear the problem is solved
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Unfortunately I have no clue what's causing this issue, I haven't seen it before, and I doubt it's caused by the game (of course I can't say for sure). But I found quite some topics via Google where people had similar issues in other games. In some cases it was caused by "Intel Technology Access Service" for example, killing the process solved the issue (find it in your taskmanager -> processes). In other cases it was related to malware, or the mouse/mouse driver itself (maybe you can try to use another mouse?).
http://www.tomshardware.co.uk/…litches-moving-mouse.html
http://www.tomshardware.co.uk/…lag-games-move-mouse.html
http://www.geekstogo.com/forum…ement-causing-lag-issues/
http://www.sevenforums.com/gam…mes-when-mouse-moved.html
http://steamcommunity.com/app/…ons/0/810921273916296880/ -
Thanks again for the log, everything is fine there, so no errors in the background that could cause this issue. About my previous question, does it only occur when moving the mouse? What happens if you just walk around, without moving your mouse? Does the issue still persist in this case?
About driver rollback, here is an instruction on how to do it: http://www.nvidia.com/object/driver_rollback.html -
The part about the background programs was more related to capturing software, or other programs that hook into the game
It's a really strange issue though... so it does only occur when moving your mouse? When you're just walking around (keeping the mouse steady) the issue does not occur?You could try this (to make sure no errors occur in the background): Go to your game directory, open the config.properties file with a texteditor, set "game_debug_console" to true, save the file and start the game. Now load a world, walk a few steps and move your mouse (to reproduce the problem), now alt-tab to the small white debug window, copy the content and please paste it here or on http://pastebin.com (and provide the link here).
Alternatively you can eventually try to downgrade to a previous driver version, sometimes the newest drivers can cause graphics card specific issues. -
Thanks for the log! I'm really wondering what may cause this issue
When did you experience this problem on your computer for the first time? Did it also occur prior September (with the previous Nvidia driver)? Is it really a framedrop when looking around (so the game stutters), or is maybe only the mouse input interrupted?
Are there any other programs running in the background? Did you already restart your computer (sometimes there might be performance issues for no reason which can be fixed by a clean restart)? -
What operating system do you use? Is it a 64 bit or 32 bit system? Please open the console when you're ingame (key ^ or ´) and type "report" (without quot. marks), now a report file should appear in the game directory (steamversion: steam/steamapps/common/risingworld). Please upload this file or post the content here
Apart from that, please try to run the game in windowed mode and disable VSync. Does the issue still occur? -
yeah your right what will happen if in game 5 you die but your in reality game 10 oO hell this could end the world as we know it players will turn into zombies and no real work will get done,
Hmm time to change our EULA so we cannot be held responsible for that -
Laut red51 sollen alle Metalle gleich verteilt sein.
Nicht ganz: Zwar spawnen Erze gleichmäßig verteilt unter der Erde, allerdings sind einige Metalle deutlich seltener als andereAm häufigsten kommt Kohle und Eisen vor, Aluminium zählt tatsächlich zu den seltensten Erzen momentan. Darüberhinaus findet man Aluminium auch ausschließlich im Bereich der Oberfläche, also in Bergen sowie im oberen unterirdischen Bereich.
Generell werden wir da aber noch was machen, spätestens nach dem Biomupdate widmen wir uns nochmal ausgiebig den Erzen
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That's indeed planned, unfortunately we have neither an ETA for that (most likely not before beta), nor an idea what kind of "games" we will implement exactly. Probably we will at least implement smaller games, like card games (could be quite funny to sit at a table in multiplayer and play poker with your friends), board games and most likely small videogames (playable on a tv for example)
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Currently there is neither a way to download a sound file from a server nor to play a soundeffect...
This line local Files = StringUtils:explode("haha"); would not work btw: The "explode()" function splits a string by a given match or regular expression (expected as secondary parameter, which is missing in your case [this would lead to an error]). -
I was wondering why the - 2 as I have seen this at a few places already.
That's because each chunk has room for the edge terraininformation (2 adjacent blocks) of its neighbour chunks (it's necessary for terraingeneration and faceculling). On the one hand it's necessary to generate all chunks at the "end of your view distance" without unnecessary chunk requests from the server, on the other hand it's due to performance reasons (adjacent block lookup is much faster compared to accessing a different chunk, though there is a tiny memory penalty, but the result is worth it^^).