Posts by red51

    Hi folks,


    It won't be too long until the next update is available! Unfortunately it takes a little bit longer than expected though, and we are sorry for this delay, but ask you for your patience :)


    The next update will introduce - as announced - farming, giving you the ability to have a reliable source of food. For the beginning, we will concentrate on vegetable cultivation.


    Apart from that, the next update will bring an important and big change: We finally have reworked the networking code to get rid of all those sudden disconnects that happen to some people in multiplayer. It will also provide better performance, in multiplayer and especially in singleplayer.


    Additionally, new blockforms will be added, among others half blocks, a new stair, different new corner elements and more.


    By the way, we also started preparations for the first hostile animals, which will be introduced in the update after the next ;)


    Stay tuned, and thanks for your patience!

    Hallo Leute,


    es wird nicht mehr lange dauern, bis das nächste Update verfügbar ist! Leider brauchen wir dafür jedoch noch etwas länger als erwartet, wir entschuldigen uns für die Verzögerung und bitten euch um etwas mehr Geduld :)


    Das nächste Update wird - wie bereits angekündigt - Landwirtschaft ins Spiel bringen, was eine verlässliche Nahrungsquelle darstellen wird. Fürs den Anfang wird insbesondere Gemüse anbaubar sein.


    Abgesehen davon wird das kommende Update aber eine große und wichtige Änderung bringen: Wir haben endlich das Netzwerksystem überarbeitet, damit sollten all diese ständigen Disconnects im Multiplayer, die manche Leute haben, der Vergangenheit angehören.
    Es wird aber auch bessere Performance bieten, im Multiplayer sowie besonders im Singleplayer.


    Zusätzlich werden neue Blockformen eingeführt, unter anderem halbe Blöcke, eine neue Treppe, verschiedene Eckelemente für Treppen und Rampen und mehr.


    Übrigens haben wir auch Vorkehrungen für die ersten feindlichen Tiere getroffen, welche mit dem übernächsten Update ins Spiel gebracht werden ;)


    Bleibt gespannt, und danke für eure Geduld!

    Also keine Datei Namens "errorlog" oder "hs_err_pid" vorhanden?
    Was ist denn die exakte Fehlermeldung? "Java (TM) Platform SE binary funktioniert nicht mehr"?
    Deine CPU dürfte eigentlich keine integrierte Grafikeinheit besitzen, daher wird automatisch (sofern nicht noch eine weitere Karte vorhanden ist) die Radeon verwendet. Lade bitte einmal den neuesten Treiber von der AMD Seite herunter und installiere ihn.
    Wieviel RAM hat dein Computer?

    Wie gesagt, das Netzwerksystem wurde überarbeitet und sollte stabiler (und performanter) laufen. Erste Tests waren vielversprechend, allerdings wird man es letztenendes erst wirklich beurteilen können, wenn das Update draußen ist und viele Leute es ausprobiert haben ;)

    If you use Windows, please go to your game directory (steam/steamapps/common/risingworld) into the subfolder _CommonRedist -> vcredist -> 2013 and execute the setup (x64 if you are using a 64 bit OS), then select "Repair".
    If that does not work, rightclick on Rising World in Steam -> Properties -> Set launch options and enter "+debug" (without quot. marks). Now start the game, then go to your game directory, open the "info" file with a texteditor and paste the content here.

    Difficult to say. Probably the game will run (depending on the quality of the drivers for your card, but usually Nvidia has very good drivers), but I'm afraid you will have poor performance with that card. We have tested the game with a GT120, it had acceptable fps with minimum settings, but it seems that the GT210 is weaker than a GT120.

    It's quite a very interesting idea, but there are several problems: The biggest problem is the fact, that all objects are (clientside) baked into one mesh per chunk. If you are going to change the object position via script now, the game would have to recalculate the whole mesh. If you want to do something like a "smooth" movement, this would require frequent transformations (i.e. recalculations of the mesh), and you will run quickly into performance issues.
    Doors for example are a special case in the game, since they do modify the vertexbuffer of the mesh directly (the vertexindex of the door inside the "big mesh" is stored, and when opening/closing a door, the accordings vertices are moved every tick to simulate "smooth movement"). Unfortunately this approach is not possible for modifications via Lua =/


    What we can offer instead: The creation of dynamic objects via Lua. You could move and rotate them with nearly no performance costs then. Only the object itself will have an impact on performance, but it would be no problem if there are not too many dynamic objects at the same location.
    And since dynamic lights are already supported by the game (when carrying a torch, flashlight etc.), we can also allow the creation of dynamic lightsources via Lua ;) But again, dynamic lights have a big impact on performance, so it's wise to use them with care.

    Filling a whole area has the same cost (concerning network traffic) as changing a single block. But it would be a good idea to add a way to queue single "placeBlock" call. Especially when it will be a big modification (with lots of placeBlock-calls), compressing the message could also make sense (currently only big packets are being compressed).
    We will put it on our todo list :)


    Btw, about flood scripts: This is indeed a problem, but only if the server wants to flood a client. Since all scripts are running serverside, the client could not flood the server with Lua.

    The integrated "Intel g45/g43" is not supported by the game. Minimum requirement (you can see that on the storepage) is an Intel HD 4000. If you don't have a secondary graphics card, there is unfortunately no way to get the game running on your machine =/
    The main problem is the terrible OpenGL support of old driver versions of Intel. Intel has fixed these problems in more recent driver versions, but I doubt these fixes are available for your adapter. But even if you could get the game running, you would have very poor performance with this adapter.

    There are indeed no timers in Lua, but we have added this functionality for the game. You can create a timer this way:
    [lua]setTimer(function, interval, repeats, [arguments]);[/lua]
    "function" is the targetfunction that will be triggered by the timer, "interval" is the interval of the timer in seconds (i.e. the delay), "repeats" specifies how often the function should be triggered (use 1 for a single trigger, -1 for infinite) and "arguments" are optional, these are the arguments for your function (if any arguments are required).


    Here is an example for displaying a label when a player connects and removing it after 5 seconds
    [lua]function onPlayerSpawn(event)
    local label = Gui:createLabel("Welcome to "..getServer():getServerName().."!", 0.98, 0.135);
    label.setPivot(1);
    setTimer(destroyLabel, 5, 1, event, label);
    end


    function destroyLabel(event, label)
    event.player:removeGuiElement(label);
    Gui:destroyElement(label);
    end[/lua]


    Of course you can directly define a new function when calling the timer, allowing you to access all variables inside the same block:
    [lua] setTimer(function()
    event.player:removeGuiElement(label);
    Gui:destroyElement(label);
    end, 5, 1);[/lua]

    The idea of an "planet simulation" (i.e. when I walk for a given amount of time into one direction, I will finally end up again at the spot where my journey started) is quite interesting, but there is one problem: It's difficult to find a good size for the world. It is more complicated for us to implement such a system than simply implementing a "real" endless world, but it would be a pity if the world is still too big that nearly no player would realize that it is spherical.
    Otherwise, if the world has a fixed size, there could be indeed not enough room for big multiplayer servers, and apart from that, all our effort we already put into preparations for an "unlimited" world would be a waste of time ^^


    So I think a (horizontally) unlimited world is the best approach (low priority though), but there will be a few exceptions: On the one hand, the stranded mode will most likely have a fixed worldsize, surrounded by an ocean. On the other hand, people will be able to restrict the size of their world in creative mode (this is especially interesting for creating adventure maps).
    (Currently you can btw. already restrict the world by using Lua scripts)

    @finisher7: Die Tabelle ist in der Tat nicht die richtige ;) Du findest die tatsächlichen Chunks in den einzelnen wp-Dateien (im WorldParts Unterordner).


    Das Problem mit den Constructionelementen wird übrigens ab dem nächsten Update behoben sein :) Zwar wird das dann nur neu platzierte Elemente (also nach dem Update) betreffen, allerdings werden wir einen Command einbauen, um auch die alten "verbuggten" Elemente zu entfernen. Bis dahin ist das AreaProtection oder WorldEdit Script übrigens tatsächlich eine Alternative ;)

    Es existiert derzeit keine Demo Version (solange das Spiel sich in der Alpha befindet ist das so eine Sache mit Demo, wir werden sowas aber wahrscheinlich anbieten, wenn das Spiel fortgeschrittener ist). D.h. du hast wie ich vermute eine gecrackte Version (was übrigens alles andere als legal ist), für die wir aus Prinzip keinen Support geben.